- Mapped Installations: one display holds the single copy of the logic
the Cesium and Navara renderers each had (renderable records, painting,
the selection fill, floors, named markers, selection). Discs are point
movers, outlines ground corridors and the selection fill a ground
polygon. Cesium's behaviour wins where they drifted: named areas draw
their outlines (Navara dropped them), discs sit under the moving
contacts, and outlines and the fill pick their site.
- Global Context: the range ring is a halo and a core line on
engine.lines and the awareness logic no longer imports Cesium. The
animated pulse disc, which no primitive draws yet, sits behind one
seam, render/pulseDisc.js, with a Cesium and a Navara backend.
- Datacenters and dams: one display on movers, lines and ground sets
with Cesium's LOD, motion probe, floor sampling and card cohort;
localGeojsonCore.js keeps only the engine-free card and record code
(1381 to 329 lines).
Coupling: layer renderer lines fall from 1011/4832 to 351/3349
(Cesium/Navara), `viewer` lines from 1745 to 1591,
ScreenSpaceEventHandler files from 8 to 6, Navara ground passes from 5
to 4.
Navara lights the map tiles with the real sun and sky, and only the
landscape maps took the night ambient fill, so an OSM street map turned
black at local night where Cesium keeps it lit. Every base map now takes
the night fill; the landscape maps keep their orbital fill as well.
Daylight is unchanged.
This is why the strict acceptance's Navara pixel and first-frame checks
over Austin failed in evening runs: navara-hd, parked-release,
hidden-switch, context-loss, geo-import and scope saw a black frame, and
the soak and failure matrix waited for a first frame that never came.
At night with the fix all nine pass.
Earthquakes, air quality, GNSS Integrity, fire perimeters, Prohibited &
Restricted Airspace, Active Fires, S2 GhostMaps, cyclone advisories and
submarine cables each have one render/display.js on the globe contract;
their render/cesium* and render/navara* files go. Their discs, cells,
polygons and corridors are engine.ground sets, so on Navara they come from
the one ground screen pass with exact colours instead of nine hand-written
classification passes and lit SDK vector layers. Cesium's look stays the
reference:
- Earthquake and air-quality discs have no outline (Cesium drew none on
clamped ellipses); earthquake discs can now be picked on Navara too.
- Perimeters, drone zones and GhostMaps polygons outline their outer
ring only, as Cesium did.
- GNSS cells stay out of the pick pass; cyclone cones, tracks and centres
are culled by a port of Cesium's horizon occluder.
- Submarine cables are one ground corridor set, as Cesium batched them;
landing points, tips and stems are movers and lines.
- FIRMS glows are a sprite set and its cells a ground set. The far-zoom
heat raster, which no primitive draws yet, sits behind one seam,
render/heatField.js, with a Cesium and a Navara backend.
The shared Navara ground helpers that only these layers used go
(navaraGroundCells, the cell and ground geometry, the zone renderers), as
does the ground prototype script.
Coupling: layer renderer lines fall from 1636/6953 to 1011/4832
(Cesium/Navara), Navara ground passes from 7 to 5, Cesium-importing files
from 65 to 53, engine.extensions reads from 26 to 19.
engine.ground draws sets of polygons (with holes), discs, cells and
corridors draped on the surface, with fill and outline colours, order and
picks, written in bulk and committed. Every engine implements it:
- Cesium batches each set into one GroundPrimitive for fills and one
GroundPolylinePrimitive for outlines and pixel corridors, classified
against terrain and 3D tiles; sets that are not pickable stay out of the
pick pass.
- Navara draws them in one screen pass after tone mapping that finds each
pixel's ground from the scene depth and tests the items in its screen
cell; long rings are split into edge bins. Measured at Dubai against
SDK vector layers, the pass matched Cesium's frame time up to 10,000
polygons with a few megabytes instead of 70 to 146, drew exact colours
and outlines, and hid reliably across an engine switch, where vector
layers hidden with update({ show: false }) never hid. Dense corridors
remain its limit (10,000 cost 135 ms a frame).
- The fake engine keeps the same registry and CPU picks.
The contract suite checks it on both engines (Cesium 66/66, Navara 69/69).
Earthquakes and fire perimeters have unwired ground prototypes whose
drawing matches today's Cesium one (0.998 on Cesium, 0.976 on Navara).
docs/GLOBE-PRIMITIVES.md describes the primitives and when to use each.
- Radio: stations, clusters, the selection and its brackets are point
and sprite sets; clusters come from the layer's engine-neutral screen
clusterer with Cesium's EntityCluster rules, and clicks go through the
selection dispatcher. One style module holds the sizes and colours.
- Transit: vehicles are two sprite sets from an up-front atlas, rotated
with Cesium's projected-rotation maths. The selected vehicle's trail is
engine.lines in two lanes and 29 age bands, so trails are no longer
draped over terrain until the contract has ground corridors. The
Cesium contact trail renderer and its re-export go.
- CCTV: markers, wedges, the plane outline and the calibration gizmo
(rings, arrows, handles, drags through engine.input) draw on the
contract. The textured monitor plane and the viewshed volume, which no
primitive expresses yet, sit behind one seam, render/meshes.js, with a
Cesium backend and a Navara backend the Navara mode passes in.
Known gaps against Cesium: transit trails are not draped, and the
surveillance-lens click correction runs only where the engine reports
its style stage (Navara).
Coupling: layer renderer lines fall from 2638/8735 to 1636/6953
(Cesium/Navara), ScreenSpaceEventHandler files from 15 to 10, `viewer`
lines from 2014 to 1901.
qa-wildlife-switch.mjs serves four Salish Sea sightings (three from
iNaturalist, one obscured, and an Acartia orca) through the app's own
iNaturalist and Acartia proxies over faked upstream feeds, then on Cesium,
Navara, Cesium and Navara again checks the badge set and its positions,
picks, the density glow, the privacy cell outline and a clicked card.
Two of the switches are made from the keyboard and must keep the
selection; the last is made with the pointer on the Globe Engine picker,
whose click closes the card like any click outside it.
Cesium follows a display's sprite through a proxy Entity that mirrors the
native's readout fields, and gevRestoring was not one of them. A follow
the flights layer resumed on attach therefore read as new navigation to
the shell's tracked-entity watcher, which made the share restore of the
same attach count itself superseded and clear the selection. That is why
the aircraft was lost after a failed switch's rollback onto Cesium, and
after the retry. The proxy now shows the restoring mark while its follow
starts.
The flights renderer test runs a detach, a failed attach to a candidate,
the rollback and a retry on headless Cesium engines, and checks that the
aircraft stays tracked and no navigation is stamped.
Each layer now has one render/display.js on the globe contract, the same
factory on both engines; its render/cesium* and render/navara* files go.
Cesium's behaviour is the reference, and the logic that was written twice
is written once:
- AIS vessels: atlas chevrons and engine.lines trails. The display
registers the gev-trail pick claim itself and its trailing visibility
pass now also runs on Navara.
- Satellites: point banks per look, orbit rings as lines turned by their
model matrix, and selection and follow through engine.camera.follow.
The emulated _viewer is gone, and the tracked readout republishes card
text on Navara too.
- Space Missions: dots, reticle, trajectories and tactical orbits as
movers and lines. The layer keeps its own records instead of Entities
and DataSources, and camera work goes through engine.camera. Clicks go
through the selection dispatcher, and hover keeps Cesium's throttle. The
pad zone is its rim only: the contract has no surface fill yet.
- ALPR, bikeshare and OSM Places: one display and, for bikeshare, one
style module each; clicks through engine.input, no
ScreenSpaceEventHandler or EntityCluster. ALPR keeps Navara's horizon
cull, and OSM Places points sample the surface where Cesium clamped them.
Coupling: layer renderer lines fall from 4546/11106 to 2638/8735
(Cesium/Navara), `viewer` lines from 2209 to 2014, ScreenSpaceEventHandler
files from 20 to 15.
In the app the world overlay draws on a canvas of its own above the
globe, so letting every canvas take the pointer sent the suite's clicks
there. Only the engine's canvas takes it now. Without makeCanvas the
pick check's sprite atlas was a plain object no real engine draws, so its
sprites could not be picked; the page now hands the suite real 2D
canvases. --only=prefix,... runs a subset of the checks. With both, Cesium
passes 63 of 63 checks and Navara 66 of 66.
The layers that still had one Cesium and one Navara implementation, or
drew on Cesium only, now draw through engine.movers, engine.lines and
engine.camera on both engines, and application code holds the engine
instead of guessing it from a viewer.
- Aircraft family: flights, military and local ADS-B share one display
(src/layers/aircraft/render/display.js). The Cesium and Navara
renderers are gone. Where they differed, the display follows Cesium:
- attach and visibility tracking, live disableDepthTestDistance
changes, the tracked glyph's distance scale, model ids that change,
local ADS-B markers hidden until shown and its UAT ring as a point;
- the trail head's hidden alpha is 0.45, the contract's
depthFailAlpha scaled by the head's 0.9.
The tracked glyph stays over the fleet, as on Navara. The movers
contract reports readiness per model and reads model axes as the
glTF's own on every engine. Cesium's follow takes any native target
through a proxy entity in the ENU frame and mirrors its readout fields.
- Wildlife Sightings draws badges and the density glow as sprite sets
and its privacy cells as line outlines (no fill yet). It takes clicks
from engine.input and its card anchors to the engine's canvas and
camera, so the layer is in both engines' catalogs again and a switch
keeps the session's layer set.
- Cockpit: cockpitHost takes the engine only. The ridden aircraft is the
engine follow's target, hidden through its sprite; only the Cesium
Viewer's stock double-click is still routed around.
- About forty camera, navigation, share-link, HUD, voice, detection and
layer-lifecycle callers take the engine. isGlobeEngine and
engineFromViewer calls outside src/globe fall from 51 to 14.
The coupling baseline drops accordingly: layer renderer lines from
5239/12331 to 4546/11106 (Cesium/Navara), `viewer` lines from 2424 to
2209, Cesium-importing files from 69 to 66.
What only one engine has now travels with the engine instead of a
WeakMap in navaraMode.js: engine.extensions.navara holds Navara's view,
its SDK classes and the daylight reset, engine.extensions.cesium the
Cesium viewer. The contract documents the field as outside the contract,
and the coupling report counts its reads outside src/globe in place of
the navaraViews reads (27, unchanged).
Layers are to draw through the globe contract on both engines, so Cesium
gets back the movers and lines removed as unused:
- engine.movers draws sprite sets as a BillboardCollection (atlas cells
cropped once per set), point sets as a PointPrimitiveCollection and
model sets as one Model per instance. depthTest, disableWithinM, order,
scaleByDistance, colorBlend, unlit and minimumPixelSize follow the
contract; a model's matrix is written in place, so instances no longer
share one scratch matrix.
- engine.lines draws each line as a polyline Primitive with width in CSS
px, geodesic arcs, dashes, the tactical and arrow materials,
depthFailAlpha and modelMatrix; a rebuild keeps its show, matrix,
colour and place in order.
- The picker returns the pickId a layer wrote last, skips sets that are
not pickable and instances behind the horizon, and falls through to
what lies under them. Surface samples can exclude mover sets again.
movers and lines move from the optional capabilities into the required
contract shape, and the contract suite always runs their checks.
The app sets contact sonar on every frame (src/cyberSonarEngine.js), so a
value the contract suite sets never survives to its next frame inside the
app. qa-contract-suite.mjs reports such checks as skipped, naming their
owner, instead of failing them.
scripts/report-engine-coupling.mjs counts the engine-specific code left
outside src/globe/cesium and src/globe/navara: layer renderer lines per
engine, Cesium imports, `viewer` mentions, engine-name checks, raw Navara
reads, Navara ground passes, Cesium SDK loads and ScreenSpaceEventHandler
users. engineCoupling.test.mjs fails npm test when a count grows past
scripts/engine-coupling-baseline.json, so each step towards drawing
through the globe contract can only lower them.
scripts/qa-contract-suite.mjs runs src/globe/testing/contractSuite.mjs in
headless Chrome on the Cesium and Navara of a keyless dev server, which
until now only ran on the fake engine. The page imports the suite from the
dev server, starts at a fixed view, waits for the camera to rest and lets
the pointer through the panels. Cesium passes 57 of 57 checks, Navara 64
of 67; docs/CURRENT-STATE.md names the three that fail.
Main's camera, voice, Cockpit and layer work now runs on the globe
contract where this branch draws through it:
- The voice tilt to an angle, its pivot about the place under the
crosshair and the frame limit from orbit run through the camera rig;
src/globeInView.js measures a camera pose with src/geo instead of a
Cesium camera. The free-look height limit and the globe-in-view
recovery stay Cesium-only for now.
- Cockpit takes main's own-layer entry rule. Double-clicking the
followed track goes through cockpitHost.routeDoubleClick, so it works
on both engines.
- Space Missions' failed-entry rollback and GhostMaps' age filter run
in the engine-neutral layer code. On Cesium an expired report is
dropped in place; on Navara its product is redrawn.
- Wildlife Sightings joins the catalog Cesium-only: Navara leaves it
out, and the shell builds its card only for the real layer, so a
Navara page no longer fails to start on its stand-in.
- One instruction sentence is shorter, which keeps the Realtime prompt
within its 55,500-character budget with the Sentinel-2 basemap.
- Publish classificationName next to the raw NHC code; unknown codes stay
unexpanded.
- Publish staleCacheFetchedAt only while the proxy serves its cache.
- Touch the shared store on clear only after this layer published, so a
feed failure no longer evicts another layer's dangling selection.
- Drop the unreachable no-storm branch and the unused return value.
- Tests: split the heading fixture into due north and stationary, cover
the unavailable and failure paths with the real store, and check that
clear/disable leave another layer's selection alone; fold the fake-store
test into the real-store one.
Cesium lifts a camera below its globe every frame, between the cockpit's 20 Hz updates, so an eye placed under the terrain (an aircraft reading below it on a cold floor cell) jumped up and down. The cockpit now also keeps its eye above the engine's own surface. Navara's ground floor stands aside while the camera inputs are off, since the cockpit places the camera itself.
The data refresh is committed and its provenance (extract, timestamp, MD5,
filter) stays in the dataset README. The script needed osmium-tool and could
only re-verify while Geofabrik still listed that extract, so it goes with its
test.
Navara now draws at CSS pixels without MSAA, like Cesium; Navara HD keeps the device pixel ratio and MSAA 4. Only one Navara variant is ever kept. A parked engine is released after three minutes and its WebGL context is lost. Three leaks that kept a released Navara alive are fixed, the canvas context drops its unused antialias buffer, cloud shadows use two 256 px cascades, and the tile cache is budgeted from the screen buffers.
Name each Rio feed in its credit instead of repeating the licence, drop the
deprecation history from the bus note, list Rio among the feeds with a
route-name table, and shorten the route-table header and test comments.
- Navara 0.2.1 never frees pick batch ids, and the mover banks rebuilt
their instanced meshes on each attach, leaking about 260 KiB of
WebAssembly memory per switch. A per-view pool hands released ids back
out; the long soak now asserts native growth of at most 32 KiB per switch.
- Navara 0.2.1 sometimes drops the first show:false update on a new
vector layer, so a zone turned off right after a switch back stayed
drawn. Polygon displays hide by deleting their layers and rebuild them
when shown.
- Camera verbs drive both engines through the globe contract; the Cesium
viewer rig and the tests of states it can no longer reach are gone.
- Flights and military tracking share src/layers/aircraft/tracking.js.
- The geo import scenario reads movers only where the engine has them.
- Add the Navara section to docs/CURRENT-STATE.md and a changelog fragment.
Both SMTR feeds now publish Position.speed in m/s. Compared with how far
vehicles moved between reports on 2026-11-05, the published values ran
3.1x (buses) and 3.6x (BRT) below the observed speed, so the km/h
conversion divided real speeds by 3.6. Drop speedUnit and the conversion.
- src/geo drops the ported debug argument checks and the tests that
bitExact already covers; package boundaries accept a directory entry,
so src/geo/ is listed once per group.
- Cesium no longer carries movers and lines nobody draws with: they are
optional engine capabilities. The fake engine and the Cesium camera use
the shared cameraMath; unused contract tables, clock.ticked, the
'finest' surface detail and Navara click statistics are gone.
- ALPR keeps one overlay core and one presentation model for both
engines, bikeshare one station bookkeeping, the Navara ground effects
one definition helper; image atlases, view centres, mover banks and
colours are shared.
- The legacy switch route, the clock offset and rate controls and other
unused exports are removed.
- The acceptance runs the Navara draw, geo import and scope checks;
scenarios use the harness switch and page helpers; the main chunk
check keeps the size budget only and runs once in CI.
The launches layer swallowed every fetch error in its update, so the
manager treated a 429 or timeout on /api/launches as a successful start.
Context then committed the isolating mode with no missions: the other
layers stayed off, unrelated enables were refused, the camera stayed at
the full-globe view and the roster kept reading "loading".
Until the first index loads, the update now reports the failure. The
manager fails the enable closed and both entry routes roll back to the
pre-entry layers. The camera pose captured at entry is restored when the
mode is left before any index loaded, and the roster shows a failed
state instead of loading. A valid empty index still enters, and a
refresh failure after a loaded index keeps its records.
An installation card on Navara now names an unnamed feature and its
class in the UI language, and an ALPR camera keeps its context label as
English data that is translated when shown.
Arabic catalog strings carry optional marks ("تتبّع"), but people type
without them, so "تتبع" found no suggestion. Fold the marks out of both
the draft and the candidates before comparing.
Brings the Active Fires intensity work: the FRP filter, the confidence
switch, the ember-to-white-hot ramp and the far-zoom heatmap.
The filter, switch and ramp work on both engines. The heatmap drapes on
Cesium through the layer's Cesium renderer, which also fades the markers
across the hand-off; it goes with that renderer on an engine switch and is
built again on the next Cesium globe. Navara keeps heat cells for the far
bands, now coloured on the FRP ramp.
Main's new layers (drone airspace, OSM places, sea marks, ski pistes) are
Cesium-only for now: they join the layer directory and the Cesium catalog,
are built afresh for each Cesium catalog, and show as unavailable on Navara.
The zoom-out guard is a scene part that attaches to Cesium globes only. The
awareness range pulses and their echoes draw on Cesium through the awareness
display's viewer; Navara keeps the plain range ring. Camera-input wakes go
through the display, and the analyst keeps the session-owned memory with
main's area presentation. A disposed voice runner aborts work in flight, and
an engine switch still keeps the last answer.
Modules main added that read Cesium while they load (zoomOutGuard,
awarenessEcho, the ground-sampling scratch in localGeojsonCore) now build
those values on first use or use src/geo, so a Navara page still starts
without the SDK. The OSM view box reads the engine's view rectangle.
Main grew its own main chunk by 93,873 bytes gzip-9 since the merge base, so
the baseline is raised to the merged size.
Pointing the scaled uniforms at the scaler's own vectors (bc1b56b6) left the atmosphere unscaled: takram's materials read the AtmosphereParameters.DEFAULT vectors themselves, so the frame dimmed (luma 161 against 214) and qa-navara-bloom found nothing to bloom. The scaler writes those vectors in place again, and a page-wide map keeps each one's value from before it was first scaled: a globe built later on the page takes its base from there instead of from the scaled value. Bloom measures as before (214.4 → 240.3), and qa-strict-context-loss passes 3 of 3 under eight busy threads.
The sky, aerial perspective and clouds materials hold the vectors of takram's AtmosphereParameters.DEFAULT, one per page. The look's scaler multiplied them in place and took its base from the first value it saw, so a Navara globe built later on the same page (after the parked one lost its WebGL context) could record an already scaled value as its base and draw the atmosphere scale² bright: a washed-out, nearly uniform frame. The fourth case of qa-strict-context-loss failed this way under CPU load (3 of 3 with eight busy threads; 3 of 3 pass now). Scaled uniforms now point at the scaler's own vectors, which it puts back each frame if a material wrote into them; the page's vectors are never written.
Since the weather layer stopped handing Navara the Cesium global, the shared shell read ContextLimits, Math and Rectangle from an undefined SDK and drew nothing on Navara (qa-weather-engine-switch timed out). On Navara the texture limit stays unset, as Cesium's never-created context left it.
The quick commands "Reset to globe view" and "Show earthquakes" reached t()
through a .map(), so the catalog check never saw them and every language
showed them in English. They are now marked with msg() and translated.
Review of the 71 strings from #1507 in all eleven languages:
- zh-Hant is regenerated from zh-CN with OpenCC s2tw, as its guide says;
40 entries had Taiwan vocabulary instead.
- ar "Dock to the right" names the left side, where RTL puts that rail.
- ja "What am I looking at?" no longer asks what the assistant sees.
- Provider Settings, dock, provider, live and map use each glossary's terms.
- de drops the du-form; ja drops spaces between Japanese and Latin text.
- Calques, register and the example commands read naturally.
The long soak's heap slope counted the per-aircraft dead-reckoning history (POSITION_HISTORY_LIMIT fixes for 10 000 aircraft, about 14 MiB over the first 2.5 min of polls) as switch growth: a run with the same workload and no switches grows as much and then levels off. With --assert the soak now waits until the flights feed has been read more times than the history keeps before it switches; over 500 switches the heap then grows 1.07 KiB per switch.
qa-strict-context-loss records, only when no non-blank frame came, how many frames the running and the watched engine drew in 3 s and how much of the last one differs from its first pixel.
index.html no longer loads /cesium/Cesium.js and widgets.css: the Cesium scene loads both before it builds its viewer. A cold Navara start requests nothing of the Cesium library again, and qa-strict-cold-chunks asserts that without the known-gap allowance. The strict harness puts an accessor in place of the Cesium global on every page and fails a scenario that reads it before Cesium.js has run; GEV_QA_CESIUM_TRAP=record lists every such read site instead.
Every Cesium read that a Navara page made was surveyed with the strict acceptance (GEV_QA_CESIUM_TRAP=record). Math on those paths now uses src/geo: screen annotations, weather and wind center readings, cyclone picks, scene data pack polygons and images (new navaraGeometry.js), the awareness subject, the orbit offset of camera verbs, voice frame_overhead, the agent world packet and Directions colours and ground picks. The celestial ring's Sun and Moon come from a bit-identical port of Cesium's Simon1994 model, JulianDate and TEME rotation (src/geo/simon1994.js, julianDate.js, transforms.js); a Cesium globe still applies its ICRF rotation once loaded.
Traffic, Street Level, the Nepal event and locator and geo import build on Cesium's math or entity model on either globe; their enable (or the import) now loads the SDK first through src/app/loadCesium.js, synchronously when it is already there. A production page guards the global so a missed read is reported and starts the load. No module reads Cesium while it loads (scripts/check-cesium-load-time.mjs, run by npm test). Cesium.js is still loaded by index.html here.
A poll that returned the same stale snapshot dropped STALE from the
Contacts cohort until the next answer, because the in-flight loading flag
outranked stale and the source revision ignored the provider name. A
source that has answered now reads its status without the loading flag;
one that has never answered (AIS first connect) still reads as loading,
so it shows no STALE before any snapshot exists.
The look's sun follows the page clock, so the frame these checks compare was as bright as the hour they ran at: in the acceptance run the half-strength bloom changed the frame by 0.29 against 3.5 earlier, and at dusk the full bloom changes nothing (luma 13).
Measured over the second half the heap still grew about 20 KiB per switch in the acceptance run (117.8 to 123.8 MiB from switch 250 to 500), so the narrower window did not separate warm-up from growth; the original check stays.
Under the soak workload V8's compiled code and the layers' caches grow for about 250 switches and then the heap is flat (121.4, 121.7, 120.4, 119.1 MiB after 250 to 400 switches), so a line fitted from switch 20 measured the warm-up. Over the second half the threshold stays 10 KiB per switch; the run before the layer effect fix measures 19 KiB there.
Layers re-create their ground effects on every attach. Navara's removePass leaves the EffectPass undisposed, so each switch kept its EffectMaterial in three's program and material caches, together with the uniforms' DataTextures and their Float32Array data (earthquakes: about 47 KB of buffers and one WebGL program per switch). engine.LayerEffectDesc now disposes the raw pass on delete, as the app's own effects do.
Asking the canvas again during the switch made the reuse depend on getContext at that moment: with new contexts refused (qa-strict-failure-matrix, cold Navara to Cesium) the rollback to the parked Navara threw and left no globe.
The aircraft scene binding re-tracked with origin share-restore, which stayed on the entity: a later trackedEntityChanged for it (cockpit exit, refocus) never stamped navigation, and the aircraft lost its selection origin. Flights, military and satellites now set a transient gevRestoring mark around follow.start, and the aircraft binding resumes with the origin the aircraft was selected by.
qa-strict-prod-smoke opens the keyless vite preview on each engine, switches once and fails on any page error. qa-strict-cold-chunks reports Cesium.js at a cold Navara start as a known gap instead of a failure.
This reverts ae13a56f. In the production build every 'cesium' import is the global that Cesium.js defines; with the script loaded only when a Cesium globe started, modules evaluated at boot (cesiumConstants, annotationEngine) threw ReferenceError and neither engine started. A cold Navara start loading Cesium.js stays a known gap.