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.
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.
The application's debug handle is one object, present on window only while a globe is attached, so scripts reading __godsEyeView?.engine.kind see no null engine mid-switch. A detached application has no live components: settle no longer waits for a frame of a missing engine, and an engine that runs again after a failed recovery hides the loading screen the error showed.
createStandaloneApplication opens its first globe, attaches the scene host and returns attachScene/detachScene: a switch hands the session off, parks the outgoing renderer and attaches the incoming one with its catalog to the parts the phases registered once. A failed candidate releases what it attached; the working engine attaches again on the same shell, voice, tools and stores. ?switch=legacy keeps the route that builds an application per engine for one release. scripts/qa-app-once.mjs now asserts identity, UI, tool and listener continuity, the rollback and the legacy route.
Each phase builds its session objects once (shell, layer manager and presentation, Director, annotation board, Draw, Import, voice, debug handle) and registers the parts bound to one globe: the shell's later attachments, Cockpit clouds, the catalog binding and sonar, the Director's scene, the Cesium or Navara tools and the debug handle's globe fields. A page with a scene host attaches them to every engine; a host that never switches attaches them once, as before. The shell releases its globe before the data layers detach, and the Navara notice goes with its engine.
StyleManager.attachScene/detachScene rebuild only the globe-bound parts (share restoration, visual settings, layer bindings, Cockpit, the celestial ring, the overlay host, detection, map-source and camera-orientation controls) and point navigation, location search, HUD, share link and the display bindings at the next globe. dispose() revokes input synchronously, detaches the scene and only then nulls the stores and unmounts the views. The radio tuner listens on the globe container, and an engine's persistent notice can be withdrawn.
The shell reads its viewer, engine and map stack from the attached scene. ShareLinkManager, IntelHUD and OrbitController gain attachEngine, NavigationController setScene and LocationNavigation attachScene/detachScene, so a switch can keep them and move only their camera listeners; between engines they write and read nothing. The voice runner and session voice modules are owned by their packages, which check:boundaries needs since the voice commit.
The session Draw handle keeps the shape and colour and the marks stay on the annotation board; the drawing tool (preview, click handler, Escape and Enter keys) belongs to the attached viewer, so a switch ends an open sketch and gives the pointer back.
The Import list and each file's bytes belong to the page session; the data sources, pins, drop and gesture listeners belong to the attached viewer. Without a viewer the list stays and import or fly-to is refused.
The marks belong to the page session; only their drawing belongs to the attached viewer. A switch takes the drawing off, keeps the marks, and the next Cesium attachment draws them again. Without a viewer the board refuses new annotations instead of failing in the resolver.
The page creates the voice once; each engine attachment only gives it that scene's action runner, pointer canvas and annotation events. Calls made during a switch wait for the incoming engine and are refused with ENGINE_SWITCHING when none attaches in time; results name the engine that answered, and the session hears engine-changed after a switch. The analyst's follow-up memory and layer enable times outlive one engine's runner. scripts/qa-voice-engine-switch.mjs drives a fake microphone and Realtime transport through the switches.
An engine switch no longer recreates them: with a layer session they live until the page lifetime aborts; a host without one keeps the per-application lifetime.
window.__gevSession names each session object by a stable instance id and counts applications, attachments and detaches. scripts/qa-app-once.mjs (report-only with --report for now) runs three round trips and a parked-renderer rollback on a keyless preview with paid map, model and voice endpoints blocked.