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feat(hud): Cyber HUD theme with GPU contact sonar (#706)
Add the opt-in Cyber HUD layout with coordinated map and cockpit panel styling, GPU-only contact sonar (rings, range, power, opacity, sector) with native-rendering fallback, and set_cyber_sonar voice controls. Sonar visual style inspired by kk376's tactical naval sonar (#214). Co-authored-by: Sameh Khamis <[email protected]> Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
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@@ -285,7 +285,15 @@ test('detection holds nothing, and asks for its own frames instead', async () =>
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assert.ok(paintLane, 'detection.js still has a paint lane');
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assert.doesNotMatch(paintLane, /nowMs: Date\.now\(\)/,
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'demand must not re-sample the clock — that is the dropped terminal frame');
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assert.match(paintLane, /nowMs: Number\.isFinite\(frame\.timestamp\) \? frame\.timestamp : _nowMs\(\)/);
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assert.match(
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paintLane,
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/const nowMs = Number\.isFinite\(frame\.timestamp\) \? frame\.timestamp : _nowMs\(\)/,
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);
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assert.match(
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paintLane,
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/detectionNeedsFollowUpFrame\(\{[\s\S]*?\n\s*nowMs,/,
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'the sonar cadence and fade demand share the same frame-clock sample',
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);
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assert.match(paintLane, /animatingLabelCount: result\.animatingCount/,
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'demand counts fades in both directions');
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// …and `animatingCount` must really be the BOTH-directions count. Feeding the
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