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.
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.
The sprite and point mover shaders rate each contact by its anchor against the sweep with the cyberSonar.js sampler maths; the engine sonar scene feeds the theme, settings and shared sweep angle each drawn frame and keeps the fleet cadence only while the sweep runs over contacts.
The zone was a flat disc at ellipsoid height in Navara's opaque scene: it floated over low pads and sank under raised ground or 3D tiles, with hard edges and an unlit rim. A screen-space pass now paints the ground pixels within the radius of the pad from the scene depth, as Cesium's GroundPrimitive classifies them, using one style shared by both engines (LAUNCH_PAD_ZONE_STYLE).
The heatmap now takes over above 4,500 km instead of 3,000 km, with
the cross-fade between 3,600 and 5,400 km. The markers band caps at
40,000 detections, which covers the ~40,000 in the padded view over
Africa at the low end of the fade, so weak fires still stay as markers.
To keep that rebuild near its old cost, markers outside the close band
read the anchor already built for each fire instead of the ground floor
cache: only the close band warms floors, so the lookup there always
missed. A 40,000-marker rebuild now costs ~55 ms, down from ~120 ms.
The cockpit's weather feed moves out of the Cesium cloud pass and serves both: Cesium keeps its own cloud canvas, an engine with its own clouds takes their cover from the same observations, with no second WebGL canvas.
Navara draws its transparent scene after the post effects into a target without the scene depth, so stems and pack polygons and images painted through 3D tiles. A scene-depth test now drops each of their fragments behind the depth Navara packs after its opaque pass; they stay in the transparent pass, so their look in the open is unchanged (scripts/qa-edge-occlusion.mjs compares it with the previous build). Wind flow was already hidden and is kept as a guard in the same scenario.
postprocessing's BloomEffect runs after the overlays and before the visual styles, follows Cesium's eased strength and dead zone with its threshold set in display terms, and VisualEffects drives it when the engine has the bloom capability.
A motion drives one camera through a rig: a Cesium viewer's own camera, or any globe engine through camera.pose/setView/lookAt/release/transform/flightActive/following and frames.preRender. An engine rig binds its frame, canvas-input and follow listeners only while its motion runs. A finished once orbit now releases its lookAt lock, and an orbit armed through a flight keeps its nudge budget until it starts.
The 750–3,000 km markers band now draws up to 20,000 detections instead
of 2,500. At the 2,400 km end of the cross-fade the padded view over
Africa holds ~21,000 fires, and the old cap kept only those above
~17 MW, so most heat spots faded into empty ground as the heatmap went
out. A rebuild of that many costs ~60 ms, and only in the densest views.
CRT, NVG, FLIR, Anime and Noir run their Cesium shaders through a GLSL prelude with the exact sRGB transfer, crossfade in the stage order, fade the Navara stars with Anime, and report the visualStyles capability through engineCapabilities.
The far-zoom heatmap now uses the ½× grid (4096 × 2048, ≈10 km per
pixel, one-pixel blur), so a lone fire's spot matches its marker at the
3,000 km hand-off. The spot size slider and its share option are gone.
Markers and heatmap are both kept built at every zoom and cross-fade by
camera height between 2,400 and 3,600 km on every frame, so a fast zoom
never shows a beat with neither. The heatmap fades by imagery alpha:
hiding a Cesium imagery layer unmaps it from the globe tiles, and showing
it again re-mapped them late, which was the gap at the band edge. Under
the markers the heatmap is built 150 ms after the data or filter changes.
It takes the ICAO a position row carries, in any case, or the marker id, and selects through the same path as a click; selectAircraft now delegates to it.
A flyover, a launch-site view, a cancelled flyover or another mission now clears the pending orbit framing, so a late TLE lookup followed by a data refresh never takes the camera back.
Every scenario runs through scripts/qa-strict-harness.mjs: each page, frame and worker gets an ordered block list before it runs (paid hosts and routes first, then only the preview, declared fixtures, keyless probes and cached free tile hosts), switches with real input on the picker, and records its assertions per layer and engine. The runner reads the catalog from the live page, fails any layer without an assertion on either engine, can build and serve a keyless checkout itself, and adds rapid, hidden-tab, context-loss, failure-injection, cold-chunk and soak scenarios. The main chunk gets a 1% size budget.
Navara's transparent pass runs after the post effects without the scene depth, so a camera frame clamped in front of a wall still painted through it. scripts/qa-edge-cctv-occlusion.mjs serves a one-box tileset as a local fixture with no network and checks on both engines that the frame ends at the wall and is not visible behind it.
Sentinel-2 made the desktop source row wrap to two rows; the row now lays out every tile in one row (three columns on a phone, as before). scripts/qa-map-source-tray.mjs read the controller's removed imagery internals and counted five tiles between OSM and the styles; it now reads the live base provider and counts the section's tiles and engine picker. The five failures left also fail on origin/main e5d15f24.
The handoff test failed under a loaded test runner when the refined pass needed more yields than a fixed 5 ms timer allowed; it now yields until the refined paint lands (bounded by a task count, not wall time).
The Navara look stopped requesting frames once its globe is parked. scripts/qa-app-once.mjs now fails if anything moves a parked engine's camera or asks it to draw (its own resume aside).
A visual choice made while no globe is attached (a style key, a Display control, a voice command) is queued and applied to the next engine's settings after it restored the address's view, so the person's choice wins; reads answer from the released settings. The globe reset and a location lookup started without a globe do nothing, and the map-source chips and camera buttons are unbound until the next globe binds them.
The shell's scene part detaches it too, so a candidate failing in a later part (a layer's drawing, Cockpit clouds) leaves the shell free for the working engine instead of refusing every later attach. StyleManager.attachScene releases what it built when it throws, and one detach runs at a time. The controls phase awaits its parts, and a failed attachment no longer forces handoff off for the parts it releases. scripts/qa-app-once.mjs now also rolls back from a Navara candidate whose layer attachment fails.
A runner retired by an engine switch ends its in-flight writes but leaves the shared follow-up memory for the next engine's runner; ending the voice conversation still forgets it.