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Fix the follow-up review findings in import, layers, startup and engines
- KML/KMZ import: a per-file canvas budget and cache for ground overlays, limits on rings and vertices of raised polygons, overlays across 360° and near the poles, degenerate holes, polar and single-latitude fills, absolute overlays at their altitude, overlay order by drawOrder as on Cesium, and pins on tiles keep their measured height. - Points on the surface: OSM Places and Street Level cones share the surface sampler and sit on the terrain before they are measured, within a sampling budget per pass; Cockpit's contact-dot bank keeps the dot atlas, and a failed fleet model loads again after a pause. - Startup: the loading screen lifts after the share-link view is restored, the retry screen names the failed engine and takes focus, and the fallback toast stays for 6 s. - Engines: an engine switch lands a running camera flight at its destination (camera.completeFlight on both engines), the sighting card leaves focus on the engine picker after a switch, and a Cesium model error stays with the instance that failed. - The MCP panel builds again: its wind-mesh alias resolves to the stub. - QA: the wildlife switch waits for the camera to rest, GBFS --w2 says it needs the dev server, and test fixtures are shared instead of copied.
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@@ -38,7 +38,9 @@ Instances move every frame without a rebuild. `depthTest` decides whether
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the scene hides them. A pick returns the instance's `pickId` when the set is
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`pickable`. `ready(index?)` says whether a model's glTF or a sprite atlas has
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loaded and `failed(index?)` whether it failed to: a failed set is not loaded
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again, so a layer that retries makes a new set.
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again, so a layer that retries makes a new set. Cesium loads a model per
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instance: an index written with another `pickId` loads its own model, so an
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instance moved into a failed index does not inherit the failure.
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## Lines: polylines in the air
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