Task 11a. The military flights logic no longer imports Cesium: it draws
through the shared aircraft renderer (src/layers/aircraft/render/cesium.js)
with the military's parameters in src/layers/military/render/cesium.js
(sprite-order slot 'military', jet.glb's 180° nose offset), registered for
'cesium' in the renderer registry and created at init(viewer, {engine}).
The same pure move as flights in 10a:
- Fleet: the BillboardCollection and its sprite-order slot (enable keeps
restoreSpriteOrder, as before); sprites stay Billboard handles.
- Models: fleet/tracked/preload glTF loads (asynchronous:false, MIX tint at
MODEL_COLOR_BLEND_AMOUNT, IR boost as `unlit` → the UNLIT CustomShader),
the model collection, setPose. The per-class specs keep their own nose
offset: setPose takes an optional offsetDeg (default the layer's), on
both aircraft renderers (same arithmetic, test added).
- Tracked: the ENU billboard Entity with its position/colour/rotation
callbacks (#FFD166, transparent amber once the model owns the visual),
viewFrom, followed through viewer.trackedEntity + the one exact tracked
frame; refocusTrackedById through follow.refocus.
- Trail: the entity trail and the floored live head segment.
- View: camera/scene reads, frame number, frustum and horizon tests,
render requests, frame events.
- Clicks and Escape go through the engine's selection dispatcher (the
ScreenSpaceEventHandler and keydown listener are gone); the cross-layer
untrack watches the renderer's follow. Same rules: cockpit clicks are
inert, the tracked visual/model is a no-op, another layer's pick is not
empty space, an unowned pick is.
- Colours are engine-neutral Rgba (MIL_ICON_COLOR #FFB800,
TRACKED_ICON_COLOR #FFD166, AMBER_TRANSPARENT), NearFarScalar →
nearFarScale; Cesium math → src/geo.
- check-import-directions: src/layers/military/ joins the rendered layers
(cesium only in render/cesium*.js).
- The military registry and the flights' duplicate suppression are
untouched.
Source-text tests updated with the moved code, same meaning:
- militaryAwareness.test: military's hasContact guard reads fleet.visible().
- trackingClickGesture.test: the military gesture rules are the
dispatcher's (selection gesture before select, click classifier before
the empty-space clear), military answers the empty click with a
user-origin clear — the same assertion flights already had.
- ownership.test: the services fixture names selection and renderer; the
app-composed services build the layer's Cesium renderer.
- renderers.test: flights and military have extracted Cesium renderers.
New tests: the military logic over a plain-data renderer and a fake engine
(amber fleet, click-select, #FFD166 tracked glyph, no-op on the tracked
visual, empty-click and Escape release, the keyboard left on destroy); the
plain-data renderer moved to src/testSupport for both aircraft layers;
setPose with a per-model offset.
W1 replay vs 7c7422e2 (the 10a reference run): every layer's counts, known
objects, screen points, tracking pose after 2 s, requests and the
city/global/orbit shots (sha256) identical. qa-military-names (it checks
the installations layer): the same verdict as 7c7422e2 (the zoom-markers
assertion fails on both). Main chunk 2,890,763 B (−2.9 KB).
Task 10b:
- qa-w1-layers (flights): 3 focus (the selected object is the focus target,
at the followed centre ≤ 3 px), 4 tracking (held ≤ 3 px for 5 s; wheeled
in, ≥ 149 m), 5 the layer's queries (tracked info, contacts, nearby,
detectable; compared by --compare), 6 share links (the followed object
restored on the same and on the other engine). Clicks only on points the
canvas takes (the Navara attribution card covered the old empty point).
--compare reports the global pose's 2.3 px as the cameras' (Cesium
projects its own nadir 2.27 px off centre at 15,000 km).
Cesium 19/19, Navara 20/20, parity.
- qa-flights-engines (new): the same frozen synthetic fleet at the global,
city, orbit and near (JFK, oblique) poses on both engines, UI hidden;
side-by-side JPEGs (docs/migration/phase3/flights, models off and on),
the same objects in the frame, screen points ≤ 2 px, glyph fill colours
(brightest pixel at the glyph) within 3. 12/12 with models off and on.
- qa-labels: on an engine with flights but not military/satellites, the
deterministic 12,000 / 5,200 field is all aircraft, so detection is
gated on Navara too: 14/14 (Cesium 14/14 unchanged).
Task 10b. src/layers/aircraft/render/navara.js implements the aircraft
renderer contract on the engine contract alone (no three, no Cesium):
- Fleet glyphs: banks of engine.movers sprite sets (one per distance scale
and depth mode the handles ask for; flights: one, 'always', Cesium's
NearFarScalar), growing by doubling, from a glyph atlas of every
aircraftIcon() kind at the fleet (64 px) and tracked (192 px) rasters
(data/aircraftIcons: AIRCRAFT_ICON_KINDS, aircraftIconCells,
aircraftIconAtlasLayout, drawAircraftIconAtlas). Sprite handles keep the
Billboard field vocabulary as setters; a frame's writes commit once at
the end of the frame listener that made them (a microtask outside one).
- Models: banks of model mover sets per glTF and look; handles report
ready from MoverSet.ready() and computedScale from minimumPixelSize kept
on the CPU (radiusM in the spec, the class's nativeRadiusM); poses are
Cesium's HPR frame (modelMatrix) turned by Navara's glTF axes
(Z_UP_TO_X_UP: its loader is already Z-up; chosen side by side with
Cesium among six candidates).
- Tracked glyph: a sprite whose position/colour/rotation callbacks are read
every frame in preRender; follow = engine.camera.follow with the tracked
readout's card as its label (gevFollowHandle); current() maps the follow
back to the tracked handle, also while follow() raises followChanged.
- Trail and live head: engine.lines (alpha 0.85, depth-fail 0.4, geodesic)
in the gev-trail pick namespace.
- View: camera/scene adapters over engine.camera.pose() (registered with
the engine so shared helpers project through it), frustum and horizon
tests, frame number, engine frame events.
flights/render/navara.js registers it for 'navara' from the Navara mode's
import(); the Navara catalog now offers Live Flights.
Also: tracking a contact that is selected but no longer followed follows it
again (a camera command ends a Navara follow; on Cesium a search flight
releases trackedEntity): trackById/select re-follows instead of only
re-publishing. Behaviour change on Cesium only in that case.
Tests: the renderer on the fake engine (contract, atlas, banks, per-frame
commits, growth, tracked callbacks, follow label, model pose, trails) and
the flights logic over it (fleet, click-select, follow, re-follow after a
camera command, release, no set left behind).
Task 10a. The flights logic no longer imports Cesium: every Cesium object it
built moved one for one into the shared aircraft renderer
(src/layers/aircraft/render/cesium.js; contract in render/contract.js), with
the flights' parameters in src/layers/flights/render/cesium.js, registered
for 'cesium' in the renderer registry and created at init(viewer, {engine}).
- Fleet: BillboardCollection + sprite-order slot; sprites stay Billboard
handles (field vocabulary documented for the Navara renderer).
- Models: fleet/tracked/preload glTF loads (asynchronous:false, MIX tint, IR
boost as `unlit` → the UNLIT CustomShader), the model collection, setPose
(same HPR frame with airplane.glb's 180° offset).
- Tracked: the ENU billboard Entity with its position/colour/rotation
callbacks, viewFrom, followed through viewer.trackedEntity + the one exact
tracked frame (kept as is; engine.camera.follow on Cesium would also end
the follow on any camera command, a behaviour change).
- Trail: the entity trail (data/trailRenderer, unchanged: its Primitive
predecessor failed below the mesh) and the live head segment.
- View: camera/scene reads, frame number, frustum and horizon tests,
projection, render requests, frame events, evidence render-loop hold.
- Clicks and Escape go through the engine's selection dispatcher (the
ScreenSpaceEventHandler and keydown listener are gone); the cross-layer
untrack watches the renderer's follow.
- Colours are engine-neutral Rgba (src/layers/shared/color.js), bit-equal to
the Cesium.Color constants they replace; NearFarScalar → nearFarScale.
- Cesium math in the logic → src/geo.
- check-import-directions: cesium only in render/cesium*.js and three/Navara
only in render/navara*.js for flights, aircraft and shared; a layer's
Navara renderer only through navaraMode's import().
Source-text tests updated with the moved code, same meaning:
- readLayerSource reads a layer's render/*.js and, for the aircraft layers,
aircraft/render/*.js (GLB-load, tracked-entity, CallbackProperty checks).
- modelScale.test: _normalBillboardScaleByDistance reads nearFarScale(...).
- spriteOrder.test: flights' enable calls fleet.restoreOrderOnEnable(); the
renderer wires it to restoreSpriteOrderOnEnable('flights', viewer).
- trackingClickGesture.test: the flights gesture rules are the dispatcher's
(selection gesture before select, click classifier before the empty-space
clear); flights answers the empty click with a user-origin clear.
- militaryAwareness.test: flights' hasContact guard reads fleet.visible().
- ownership.test: the services fixture names selection and renderer.
New tests: color, the Cesium aircraft renderer (contract, collections, pose,
loads, frustum/horizon, tracked entity, follow, trail head, adopted
collections), the flights logic over a plain-data renderer and a fake engine
(fleet, click-select, no-op on the tracked visual, empty-click release), the
boundary rule.
W1 replay vs 7c7422e2: counts, known objects, screen points (0 px), tracking
poses (0 m), requests and shots (same sha256) identical. Main chunk
2,890,982 B (+6.2 KB, +0.21 %: the renderer indirection).
On Navara the engine's persistent notice came up right after the share
restore's NOT ON THIS ENGINE notice and replaced it at once, so the names
of the linked layers this engine lacks were never seen (and a later finite
notice would in turn have wiped the engine notice for good).
- ShellFeedback keeps a persistent notice that a finite one covers and
brings it back when the finite one ends; a persistent notice that arrives
under a live finite one waits for it.
- Notices take a dwellMs; "Kept in the link: …" stays 15 s.
- scripts/qa-engine-notice.mjs (headless): a Cesium share link with a layer
Navara lacks, opened with ?engine=navara: notice shown with the layer
name, still up 14 s later, then the engine notice is back. 4/4 (before
the fix the notice never appeared).
T8-T9 review item 2.
Phase-4 QA: after a map-stack switch at the whole-globe view Navara
sometimes showed the new map only seconds later. Navara 0.2.1 reports idle
and stops drawing before a raster tile it fetched arrives, so the last
frame stays stale until something else asks for one. Every engine.maps
change (base imagery, terrain, photoreal tiles, their release) now asks for
a frame and keeps asking every 250 ms for 6 s, then the engine idles again.
scripts/qa-map-switch.mjs switches the stack (photoreal / Esri / OSM) at
18 000 km on each engine, waits for the tiles, hashes the picture, forces
frames and hashes again: a change means a stale picture. Before: Navara 3/8
switches drew the new picture by themselves; after: Navara 8/8, Cesium 8/8.
The voice runner drives the globe engine (an `engine` option, by default
the one registered for the viewer) instead of the Cesium viewer:
track_entity, stop_tracking (camera.following().stop()), frame_overhead
(camera.flyToSphere with the pose heading), fly_to_location, zoom_to_globe
(follow released through camera.following()), adjust_camera_zoom,
next_iss_pass / next_satellite_pass, select_nearest_aircraft and the
analyst view context, get_current_view_state, get_entity_context
(projector.worldToWindow), the view target (picker.pickPosition, then
camera.pickEllipsoid, then picker.pickGlobe) and its moveEnd prewarm, and
the viewport samples. getBasemapLabelContext takes the engine or a viewer
with a registered engine (the HUD).
Without a viewer the tools that still need one (VIEWER_ONLY_ACTIONS:
control_scene, annotate_map, clear_annotations, fly_route, move_camera,
control_cockpit, set_context_mode, control_radio, control_cctv) answer a
structured refusal (code UNAVAILABLE_ON_ENGINE) instead of throwing.
Point-and-ask picks with engine.picker and keys the camera pose from
engine.camera.pose(); the viewport capture reads engine.host.canvas and
waits for the engine's postRender (both engines keep their drawing
buffer: Cesium's contextOptions, Navara's own WebGL2 canvas, S4).
Tests: gevActionsEngine.test.mjs runs each moved action on the fake
engine. gevActions.test.mjs keeps its expectations; its runner helper now
registers an engine for the test viewer (the Cesium engine over it, or a
fake engine at its positionCartographic) and the two harness cameras gain
roll and frustum for camera.pose().
- src/app/qaProbe.js → window.__godsEyeView.layers: list() (with
`available`), unavailable(), available(id), enable/disable(id) (a user
toggle through the layer manager), objects(id) → [{ id, label, position,
screen }], screenOf(id, objectId), selected(id), following(), movers(),
framesDrawn() - all through the engine and the catalog's availability, the
same on Cesium and Navara. Installed after the tools.
- src/app/layers/qaSources.js: `?qaFeed=flights:synthetic:10000,
vessels:fixture` (dev server only, allowQaRegistration) replaces those
sources with seeded synthetic answers served through the live sources'
own parsers (same snapshot shape; loaded with import() only then). The
pure generators moved from src/tooling/w1Feeds.js to src/bench/w1Feeds.js
(the browser graph may not reach src/tooling); the W1 recordings
re-export them.
- scripts/qa-w1-layers.mjs: the parity checklist's frame, --layer
--engine=cesium|navara with the fixture feeds, JSON per run and
--compare (objects on screen per pose, 5 known objects within 2 px).
Filled: 1 view, 8 idle, 9 errors/no leftover mover sets after 10
on/off; 2-7 report TODO for the layer tasks.
- qa-perf, qa-labels, qa-overlay-baseline and qa-label-readability take
--engine= and use the engine (camera, frames, render requests, tiles) and
the probe (layers, following, movers) instead of the viewer; checks whose
layers an engine lacks are SKIPPED with the reason (Navara today), as are
qa-perf's animated-style checks there (Cesium post stages).
Verdicts, Cesium, before → after: qa-perf 24/24 → 24/24, qa-labels 14/14 →
14/14, qa-overlay-baseline (datacenters, firms, detection-50) 2 measured +
1 skipped → the same. Navara: qa-perf 14 passed, 3 skipped; qa-labels 3/3,
1 skipped; qa-overlay-baseline 3 skipped; qa-w1-layers flights: Cesium 5/5
(10 000 synthetic aircraft), Navara skipped (no flights renderer yet).
- src/app/layers/renderers.js: the layer renderer registry
(registerLayerRenderers(engineKind, { [layerId]: factory }),
rendererFor(layerId, engine), layerAvailableOn(layerId, engineKind)).
Every application layer is registered for Cesium as CESIUM_BUILTIN (it
still draws itself until its render/cesium.js); Navara factories come with
the layer tasks. On it, the stable availability API phase 4 injects into
its layer list: createLayerAvailability(engineKind) →
{ engine, isAvailable(id), available(), unavailable() } with { id, name }
rows (src/app/layers/directory.js holds the ids and names in catalog
order; a test keeps it equal to the constructed catalog).
- createApplicationCatalog({ engineKind, availability }) constructs only the
layers the engine can show, in the same order (shared instances made
once, on demand); the catalog carries `availability` and the others'
metadata (`unavailableMetadata`). Cesium builds the same 30 layers in the
same order as before; Navara builds none yet (no Navara renderers) - the
standalone app now asks the catalog for it instead of making an empty one.
- catalogControlServices: a role whose layer the engine leaves out gets an
empty stand-in (absentLayerControlServices folded in); any other missing
layer is still a wiring error.
- LayerLifecycle(viewer, { engine }): every module call (init, enable,
update, disable, destroy) gets { signal, engine } as its second argument;
viewer is null on Navara.
- Links: a link that turns on layers this engine leaves out keeps them in
the durable state (re-saved links carry them; back on Cesium they turn
on) and activates nothing; a notice names them ("NOT ON THIS ENGINE · Kept
in the link: …"). The Navara notice lists the engine's data layers from
the registry.
- The dev launcher's CCTV wiring check matches the new catalog form.
The world overlay host already projects through engine.projector and tests
the horizon with projector.horizonVisible; the last Cesium value on its
path, the snapshot of an entry's cullPosition, is now a geo Cartesian3.
Navara's horizonVisible is Cesium's EllipsoidalOccluder.isPointVisible:
tested against Cesium's own on 8 000 eye/point pairs (600 m to 20 000 km,
points under, on and over the ellipsoid; no disagreement) and at the limb
(a label 40 m under the ellipsoid just past the horizon is hidden, with its
cullPosition lifted 100 m it is shown). It ran per label per frame with
three new vectors each call; it now uses scratch vectors. Micro-measure
(500 labels per frame, no scavenge during the run): 7 941 B per frame
before, 51 after.
The W1 sources that projected with Cesium's SceneTransforms themselves -
the icon orientation's exact projection and the launch replay overlay - go
through the engine's projector when their scene or viewer has a registered
engine. Satellites, vessel labels and aircraft recession project nothing
themselves (the host does).
scripts/qa-overlay-engines.mjs publishes the same labels on both engines at
a city, an orbital and a limb pose and compares the painted rectangles:
worst 0 / 2 / 0 px; on both, the far-side label is not painted, the lifted
limb label is and the buried one is not.
Review of Task 4: the CPU picks (Navara hover, drill, the stale-answer
check) took a sprite or point at its full sizePx however far it was, so a
set shrunk with scaleByDistance was picked well off its drawn edge. The
radius now scales by the set's scaleByDistance at the instance's camera
distance, linear between near and far as the Navara shader draws it.
Review of Task 5: while following on Navara a left drag panned the globe
about the ground point under the cursor (range 2,154 m → 54,136 m) and the
wheel zoomed toward that point (462 m after 40 notches, Cesium stops at
the 150 m floor). While a follow runs, Navara's spin, zoom and tilt are
now suspended (input.suspendCameraInputs, which gives the app's own
setCameraInputs choice back after the release) and followGestures.js turns
a drag into heading and pitch of the ENU offset (a canvas width is one
turn, its height half a turn; elevation kept within 2°-89°) and a wheel
notch into 20 % of its range, never inside the minimum range, as Cesium's
EntityView orbits the target. The offset is no longer read back from a
camera the follow alone moves.
Also (review item 7): a follow requests a render only when the target, the
offset or a gesture changed, so a still target lets Navara idle.
The contract follow check drags (range within ±5 %, target within 3 px)
and turns the wheel 40 notches (never below 149 m, ends within 5 % of
150 m) on both engines with real input (qa-globe-contract's pointer gains
drag and wheel); after stop it waits for Cesium's gesture inertia to end
before checking that the camera is free. Contract: Cesium 73/73, Navara
79/79.
engine.surface.sampleHeightDetailed(place, { exclude, lod }) answers
{ height, source: 'tiles' | 'terrain', tileSizeM? } (src/globe/surfaceDetail.js).
On Navara tileSizeM is the extent of the tile that answered and
lod 'finest' takes the finest loaded tile, drawn or not; Cesium answers
tiles without a size, else the globe's terrain. acceptedSurfaceHeight()
turns an answer into a height or a miss: tiles larger than
MAX_FLOOR_TILE_SIZE_M (4 km) are too coarse, terrain is not the mesh.
The mesh floor sampler and the ground snap are engine-only now (a viewer
or scene reaches its engine through engineFromViewer, which also registers
the scene) and treat a coarse answer as a miss, as they treat undefined.
Measured on Navara at Austin: while the tiles stream, a 27.9 km tile reads
143.2 m where the ground is 122.5 m (a 1.8 km tile).
`exclude` takes the engine's own mover sets (MoverSet.id): Cesium hides a
set's primitive for the synchronous sample (Cesium matches excluded objects
per billboard, not per collection); Navara's ray only meets tiles.
"sampleHeight undefined in the app on Navara" did not reproduce: the
startup Austin sample is 121.9 m (tile 889 m) on Navara and 122.4 m on
Cesium; one ModelMesh class is patched.
S2 QA (scripts/qa-surface-heights.mjs, 20 places at JFK, SFO, AUS, roofs
and streets): Navara within 2 m of Cesium at 19/20 from 800 m and 18/20
from 15 km with lod 'finest' (gates 18 and 15); offsets per region
-0.21 / +0.4 / +0.1 m; the Empire State roof differs by 39 m (spire
geometry). Navara tile sizes at 800 m: 112-314 m.
camera.follow({ position, viewFrom, minRange = 150, native? }) keeps a
moving target centred at an east-north-up offset the user may turn and
zoom; camera.following() and camera.followChanged report it; stop() frees
the camera and a camera command (setView, flyTo, flyToSphere, lookAt,
cancelFlight) ends it.
Probe ruling: Navara 0.2.1's cameraFollow holds the target but ignores the
user's drag and wheel, the aircraft sits ~13 px off centre with 7.6 px of
spread, and calling it without an offset each frame gives a NaN camera.
So Navara (and the fake engine) follow with src/globe/follow.js: each
frame, before Navara draws, the offset is re-read from where the user put
the camera relative to the previous target, kept outside the minimum
range and carried to the new target.
Cesium follows with viewer.trackedEntity: the layer's own Entity
(`native`) or a proxy Entity at position() with a 1 px transparent point,
since EntityView moves the camera only for an entity with a bounding
sphere. applyTrackedCameraFrame and the zoom limits moved to
src/globe/cesium/follow.js; src/data/trackedCamera.js keeps the pure parts
(the range clamp now lives in src/globe/follow.js). following() also
reports an entity the app tracked itself. Camera sensitivity claims made
on a viewer's Cesium camera now share the engine camera's ledger, and the
orientation controls and the world jump read the follow from the engine.
Contract (both engines): a target flying at 250 m/s stays within 3 px of
the centre for 2 s, zoomIn through it stops at 150 m, stop() and setView
end the follow. Cesium 71/71, Navara 77/77; shell 23/25/4.
Review of Task 0:
- build/navaraDependencies.js reads the dependency closure of
@navaramap/three and @navaramap/three-default-plugin from node_modules
(dependencies and peers) and drops what the app's other bundled
dependencies reach too (Cesium is served as a script, so draco3d, which
only Cesium shares, stays engine-only), plus three and postprocessing:
88 packages today (the @navaramap/* packages, @takram/*, @react-three/
fiber, @sparkjsdev/spark, astronomy-engine, d3*, draco3d, n8ao,
three-stdlib, …). The browser build's initialChunkGuard fails on a
module from any of them in an initial chunk. Tested on a fixture tree.
- check-main-chunk's budget measures the entry the page loads (the same
chunk the composition check reads), falling back to phase 4's largest
index-*.js only for a dist without a page.
Build clean: no Navara-only module in the initial chunks; main chunk
2,869,565 bytes (gzip 889,041).
Review of Task 0: the recorded live feeds left vessels (no AIS key here)
and local ADS-B (no receiver) empty, and flights held one adsb.lol
viewport answer. src/tooling/w1Feeds.js builds seeded answers relative to
one frozen instant (2026-10-16T12:00Z): a global /api/flights OpenSky
snapshot (8 000 aircraft, 2 000 within 60 km of JFK), /api/vessels with
12 000 AIS rows worldwide and the rows within the city area (the area
answer first, the global one last as the replay's fallback), and
/api/local-receivers/aircraft with 40 aircraft near JFK on 1090 MHz and
978 MHz UAT. Tests read them back through the app's own parsers.
qa-w1-baseline --synthesize=DIR writes them beside the recorded
military, satellites and launches; a replay now logs every feed request
and how it was answered (exact / as another key / none) into
summary.json, and --compare diffs those too.
Replayed on d50eaa28 and HEAD: flights 8 000, military 154, local ADS-B
40, vessels 12 000, satellites 824, launches 24; the runs agree (counts,
known objects, screen points, tracking poses, requests). The Cesium
reference is re-recorded this way before Tasks 10a, 12a and 13a.
Navara 0.2.1's transparent pass refreshes its copy of every scene light
each frame with copy(light, true). For the sun's cascaded shadow lights
(three-csm CascadedDirectionalLights) that copy clones every cascade, so
each frame brought new DirectionalLights with new ids and three's
WebGLLights uniforms cache (keyed by id) grew by about 1.2 KB a frame in
the looks whose sun casts shadows (minimal, photoreal).
src/globe/navara/cascadedLightCopy.js patches the copy to update the
cascades it has in place (pose, colour, intensity, target, shadow
settings and camera) when the counts match, and keeps the rebuild
otherwise; internals.js finds the class among the view's scene lights
(private view._scenes.light) and applies it when the globe is built.
Tests on three-csm's own class: the original copy changes the light ids,
the patched one keeps the lights and takes the values.
Post-GC JS heap (CDP HeapProfiler.collectGarbage every 10 s, the app on
?engine=navara rendering continuously at 60 fps): minimal 4.33 → 0.20
MB/min over 70 s and 0.06 MB/min over 180 s; photoreal 4.34 → 0.19
MB/min; cinematic (no shadow) 0.34. Added to the upstream asks.
input.on('click'|'doubleClick'|'move', fn, { pick, drill }) delivers
{ …event, picked, drilled }: PickResult { id, owner, instance, primitive
(Cesium) } names the mover set (and instance) or line hit. One pick (and
one drill, as deep as the deepest listener) per event, shared by its
listeners; moves with picks are coalesced to one delivery per frame with
the latest position (src/globe/pickDelivery.js). Option checks in the
contract (normalizeInputOptions).
- Cesium: scene.pick / drillPick, and the picker names the owner: movers
map billboards, points and models to their set and instance, lines
their primitives to the line.
- Navara: a click with pick takes Navara's GPU pick of the same gesture
(featureClick; its pick helper answers on the same pointerup, usually
before the engine's click, so a fresh answer waits for it; otherwise
the click waits up to 250 ms, then the CPU pick). Navara 0.2.1 answers
clicks in quick succession with the first click's pick: a GPU answer
whose instance is not drawn near the click is stale and the CPU pick
answers. Hover, drill and the synchronous picker.pick/drillPick are CPU
picks (src/globe/cpuPicks.js) of pickable mover sets and pickable lines
(within half the width + 3 px), behind the globe excluded, nearest
first; lines are picked on the CPU after an empty GPU answer.
picker.clickStats() (Navara only) counts the answers and latencies.
- The fake engine picks its own movers and lines on the CPU unless
scripted.
- The contract suite clicks with real pointer events (puppeteer) on both
engines: a sprite is picked with its owner and instance, the map picks
nothing, two sprites in one place drill both, a line is picked, a
hover picks the sprite under it. Navara, 20 clicks: payload p50 2.8 ms,
p95 4.1 ms after the click (puppeteer dispatch included), 20/20 GPU
answers. The Cesium harness keeps the first-run card closed.
engine.lines.createLine({ id, widthPx, color, depthFailAlpha, dash
({ lengthPx, gapPx } | 'tactical'), arc ('none'|'geodesic'), modelMatrix,
pickId }) → a Line: setPositions (Cartesian3[] or a flat Float64Array),
setColor, setModelMatrix, show, destroy; lines.list() for QA. Options,
flat positions, geodesic densification (great circles of the geodetic
normals, height interpolated, one step per degree) and the registry are
engine-neutral (src/globe/lines.js); the fake engine keeps every line.
- Cesium: a Primitive of a PolylineGeometry (synchronous, rebuilt when
the positions change) with a PolylineMaterialAppearance in an
engine-owned collection; depthFailAlpha is depthFailAppearance with the
alpha scaled; pixel dashes are PolylineDash (16-bit pattern); the
tactical dash is the launches' selected-orbit shader under its own type
(launches keep theirs until Task 15a moves them onto engine.lines).
- Navara: a public MeshDesc (transparent pass, unlit) holding a ribbon
of one quad per segment, widened to CSS pixels in the vertex shader;
a second copy drawn with GreaterDepth and the alpha scaled is the
depth-fail part; dashes are cut in the fragment shader (pixels along
the screen direction, or the tactical pattern over the fraction along
the line); positions relative to the first point, the model matrix on
the group. Geodesic arcs are densified on the CPU. Not pickable yet.
- The contract suite draws a three-point line on both engines: magenta
along both segments, nothing off it, 1° east once turned by its model
matrix, gone when hidden; a line 30 km under the ground shows only its
depth-fail copy, dimmer than the line.
Main chunk 2,867,499 bytes (+7,197, +0.25 %: the Cesium lines).
engine.movers.createSet({ id, kind: sprite|point|model, capacity, order,
depthTest, sprite|point|model, pickable }) → a MoverSet: set(index,
fields) stores an instance (position, screen rotation, orientation, rgba,
scale, atlas cell, show, pickId) in flat arrays, commit() uploads the
changed range once and requests one render, positionsView() reads the
positions, destroy() removes it; movers.list() for QA. The options, the
store and the registry are engine-neutral (src/globe/movers.js); the fake
engine keeps them for layer tests.
- Cesium: one primitive per set in an engine-owned PrimitiveCollection
added with the first set, in `order`: sprites a BillboardCollection
(one image per atlas cell, NearFarScalar, disableDepthTestDistance),
points a PointPrimitiveCollection, models a Model per instance.
- Navara: a public MeshDesc per set. Sprites and points are one
InstancedMesh of a quad, faced to the screen and sized in CSS pixels in
the vertex shader from uniforms (the pick pass draws the same
footprint), atlas uv, rotation, colour and scale per instance, drawn in
the transparent pass unlit; offsets from an origin that follows the
camera past max(1 km, 10 % of its height). Models: the glTF once, one
InstancedMesh per mesh, minimumPixelSize/maximumScale on the CPU per
drawn frame, colorBlend in the shader. Pickable sets register a
PickableInstancedMeshWrapper; pickIds.js maps batch ids back to
instances (used by Task 4).
- The contract suite draws three 24 px sprites on both engines: centred
within 2 px of worldToWindow, hidden by show:false, recoloured, gone on
destroy, and no frames added once the commit has drawn.
- qa-engine-bench --scenario=movers: 10 000 synthetic aircraft
(src/bench/syntheticFlights.js, moved from the Navara spike with its
test), every instance moved and committed every frame. p95 Navara
(look=minimal) / Cesium: global 5.2/7.0 ms, city 5.6/9.9, orbit 6.0/7.4
(0.74, 0.57, 0.81; gate 1.1). Cesium is measured without its 60 fps cap.
Main chunk 2,860,302 bytes (+9,706, +0.34 %: the Cesium movers).
Review of Task 0: the live baseline could not be compared between
commits. qa-w1-baseline now records every /api response of each layer's
run (--record=DIR, DIR/<layer>.json), replays them through puppeteer
request interception (--replay=DIR; an /api request outside the
recording answers 503) with the page clock frozen at the recording's time
(evaluateOnNewDocument: Date.now and new Date(), hence JulianDate.now and
the app clock), and diffs two runs (--compare=A,B: counts, known objects'
positions within 1e-7° and 5 cm, screen points within 0.5 px, tracking
poses within 1e-6 relative). The rules live in src/tooling/w1Baseline.js
with tests.
Recorded once (qa-artifacts/w1-feeds, git-ignored), replayed on
d50eaa28 and on HEAD: the runs agree within the tolerances for flights,
military, satellites (counts, five known objects each, tracking poses)
and launches (count). Local ADS-B has no receiver and vessels no AIS key
here: both stay empty. This is the reference for the extraction tasks.
Review of Task 0:
- build/initialChunkGuard.js, a Rollup plugin in the browser build, fails
the build when an initial chunk (an entry and what it imports
statically) holds a module from node_modules/three, @navaramap/* or
postprocessing. Checked by forcing it on satellite.js, which the main
chunk does hold: the build fails naming the chunk and module.
navaraAssets.test now pins both build plugins.
- scripts/check-main-chunk.mjs is one script for both main-chunk checks:
the composition (text markers in the initial chunks, sizes) and, when
scripts/main-chunk-baseline.json exists, the phase-4 branch's gzip-9
budget, with its exports (checkMainChunk, measureMainChunk) so the two
branches merge into this file. The composition test moved to
src/tooling/mainChunkComposition.test.mjs to leave phase 4's
mainChunk.test.mjs its name.
- CI runs npm run check:main-chunk after each npm run build (unit,
browser-gate and Windows jobs).
The phase-2 review fixes: look internals in internals.js, the groundFloor
resample throttle, tile height selection, the sharpen mirror, QA tile
cache limits, engine.groundFloor diagnostics. In navara/index.js both
sides are kept: the look gets internals.js's luminance uniforms and reads
the sun's time from the engine clock's frame time, so engine.clock stays
the one time source for the sun.
- The takram uniform paths move to internals.js (forEachLuminanceUniform,
loud in dev when a path is gone); look.js sets each factor to scale x
the recorded base value, so shared or copied vectors are never scaled
twice, and the stars keep the base value (own vector when shared).
Stars at intensity 120: a starfield shows from space.
- Both night-side shader variants compile on the first two frames.
- The clouds hide once the sun sets at the camera (dark puffs at dusk).
- No allocation on look frames that change nothing (frozen updates, a
scratch camera place from livePosition).
Gallery regenerated.
scripts/check-main-chunk.mjs (npm run check:main-chunk) finds the main
chunk of a build (the Vite manifest's entry, or the module script
dist/index.html loads), follows its static imports and fails when any of
them carries three or Navara markers; it prints the sizes. Base build:
main chunk 2,850,229 bytes (gzip 881,783), no static imports, clean.
scripts/qa-w1-baseline.mjs records Cesium mode for the W1 layers (flights,
military, local ADS-B, vessels, satellites, launches): counts, five known
objects with positions and screen points, JPEGs (path, size, sha256) at
the global / New York (JFK) / orbit poses, a tracked object's camera pose
after 2 s and what its share link restores. Live sources until the
fixture sources of Task 8.
qa-globe-contract checks the noon sky facing the horizon (daylight blue,
no star pixels) and stars at midnight; qa-engine-shell compares
sampleHeight at the Austin startup pose across engines and reports the
wheel floor's lowest frame. QA pages load OSM and keyless terrain tiles
through a disk cache with backoff on 429. Report updated.
The contract gains render.setSharpen({ enabled, amount }) and
render.sharpen(). Navara draws it as a custom EffectDesc: Cesium's unsharp
mask (3x3 box blur, gamma 2.2 round trip so one amount matches Cesium)
right after tone mapping and before SMAA/FXAA, skipping sky and cloud
pixels by scene depth. The Cesium engine keeps the state only; Cesium mode
still sharpens with its own post stage, unchanged. The fake engine records
it and the contract suite checks it.
Without a viewer the Sharpen slider and toggle drive the engine with the
same slider-to-amount mapping. On Navara the defaults, presets and share
links read Cesium's 49 % as 80 %.
Prettier on the 13 new test files that failed --check; format-scope.json
now lists every file phase 2 added (src/globe/**, engineChoice, navaraMode,
cameraAngles, the QA scripts and pages, build/navaraAssets and tests).
Contract: camera.position(result?) and camera.height() for per-frame
readers, render.request(reason?), maps.releasePhotorealTiles, sources
with a caller-owned ready provider, isGlobeEngine. engine.maps now hides
every tileset it has shown, lets the last imagery/photoreal call win, and
setPhotorealTiles(null) restores the last base imagery and its credit
instead of leaving the photoreal credit on a bare globe.
Cesium engine: reads the Viewer camera/canvas aliases, detaches bridged
events through the remover Cesium returns, raises frame timestamps
without allocating, re-aims the horizon occluder only when the camera
moved, and renders the scene directly when the governor governs another
viewer (or none yet). engineFromViewer returns the registered scene
engine of a viewer, else builds and caches one. The render governor stays
the Cesium render backend under engine.render and gains
isRenderGovernorInstalled.
The scene builds the page's Cesium engine right after the viewer
(src/app/globeEngine.js), names the startup Google tileset to it once
loaded, returns it beside the viewer and destroys it before the viewer.
The debug handle exposes it as window.__godsEyeView.engine. Nothing
consumes it yet; render holds taken before the governor is installed
apply at install.
qa-globe-contract now runs on the app's engine (self-built only when the
app has none); a throwaway engine checks creation and destroy leave the
scene untouched.
Map sources are applied through one src/maps/sceneApply.js helper shared by MapSourceController and engine.maps (live layer kept for an unchanged provider, providers cached per source). The contract gains flyTo endTransform and rectangle destinations, flyToSphere easing, drillPick width/height and pick content, with Cesium's own flyToSphere range. Input skips listeners removed during dispatch and stays inert after destroy.
createCesiumEngine wraps an existing viewer without changing it: camera, picker, projector, frames, render (through the render governor), surface, input, credits and maps, with geo values out and Cesium values in at the boundary. Map and surface code is shared with src/maps and services/groundSnap instead of copied. scripts/qa-globe-contract.mjs runs the contract suite against the engine in headless Chrome; the camera-events check now waits for the previous move to end, as Cesium's moveStart marks a move from rest.
src/globe/contract.js defines the engine-neutral GlobeEngine capabilities
(JSDoc), createEngineEvent with Cesium.Event semantics and
assertGlobeEngine. src/globe/testing adds a geo-based fake engine for shell
tests and an engine-agnostic contract suite that the fake passes in Node.
check-import-directions keeps the contract free of cesium, three and
@navaramap, and each engine directory free of the other engine.
Conflicts with upstream's Street Level provider composition and share-state
codec, resolved:
- Street View's switch moves from its own share option (`g`) to upstream's
provider-switch field (`r`, e.g. `0.r.google-1`); a link without it keeps
Street View off. Docs and the browser gate follow.
- createApplicationStreetLevel keeps upstream's injectable provider list;
its default, once the application supplies its Street Level source, is
Mapillary plus Google Street View. Without that source there are none, as
upstream intends.
- The coverage hint keeps upstream's empty-composition message and joins
every switched-on provider's hint otherwise.
- CHANGELOG, README and SECURITY keep both sides' entries.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Google's Maps Platform terms forbid Street View imagery beside non-Google
maps, so the provider declares requiresMapStack: 'photoreal': off Google
3D its chip is dashed with the reason, lookups and opens skip it, and
leaving Google 3D closes its panorama.
- Ground clicks: only a click on the map itself (scenePick.isSurfacePick:
nothing picked or Google 3D tile content) at street zoom opens Street
View, and the camera stays put; higher up the hint says to zoom in.
scenePick.pickGroundPosition replaces the copy in Directions.
- Viewer: poses go out at once and again when the date and address
arrive, so an open never hangs on that lookup; one lookup per panorama,
seeded by the nearest lookup; a close settles a pending open; failed
lookups are asked again; poses follow position changes, not pano_changed.
- Loader: the gm_authFailure handler is installed once, so a retried load
reports a refusal once.
- Viewer host: a prewarm that lands after another provider took the host
is released; FIT/FILL availability is set on every open.
- Provider: a refusal while switched off reports no error over another
photo; SINCE compares against the end of Google's month; messages name
the referrer and network causes; FLAT says Street View is 360° only.
- The layer row names the key of the providers that are on; the MCP panel
CSP admits Street View's tiles, control images and photos.
- Tests for each, against fakes that now follow Google's event order; the
browser gate restores its state, waits instead of sleeping, aims its
panel clicks and corner drags, and asserts the camera stays put.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Google Street View registers beside Mapillary as provider `google`. It runs
on the Maps JavaScript API with the browser GOOGLE_MAPS_API_KEY, loaded on
first use (mapsLoader.js), and uses Google's own StreetViewPanorama as its
viewer adapter, emitting provider-neutral poses (address and month in the
caption, a link to Google Maps, steps along Google's arrows, FOLLOW on
Google 3D). Its chip starts off because every panorama is billed to the
key; the share option is `g`.
Google offers no coverage layer for other maps, so the provider draws
none: with it on, a click on bare ground at street zoom opens its nearest
Google-collected outdoor panorama (groundClick.js). A key Google refuses
reads KEY REJECTED and fails a pending open at once; a lookup Google never
answers fails after 10 s.
Core: providers may declare `groundClick` and `defaultOn`; poses may carry
`capturedAtPrecision` and `title`; the coverage line keeps every
provider's hint; opening one provider's image releases another's
prewarmed viewer; FIT/FILL hides for viewers without render modes. CSP
script-src admits https://maps.googleapis.com. The browser gate gains two
Street View steps (the keyed one skips as 'no Google key' in CI).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Fixesbilawalsidhu/gods-eye-view#927. Each stdio MCP server made its own
random panel key, and panel_request accepts only the key in the panel
page. A client that starts two server processes for one connection and
reads the page from one while sending the page's requests to the other
(seen in Claude Desktop on Windows) therefore always got "Only the God's
Eye View panel may make this request".
The stdio entry now passes a key shared by the install, created once in
.gev-cache/mcp-panel-key. The file is staged 0600 and published with
link(), so processes starting together agree on one key and never read a
half-written one. If it cannot be stored, the process keeps a key of its
own, as before. createLocalMcpServer still makes a fresh key unless given
one, so in-process servers (the /mcp HTTP plugin, tests) are unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- The CI gate builds the app and serves it with `vite preview`, with a
dummy non-secret client token (a fork PR never gets secrets), and
answers the Graph API, image tiles and thumbnails from fixtures: 41
photos on a line under the parked camera and one generated 640x320 JPEG
(scripts/fixtures/street-level). All 7 photo steps now run in CI, plus a
real click on a coverage line and on a cone, the framing flight stopping
on close, the inert modal, the viewer returning into the panel, and a
reload keeping a collapsed panel collapsed (share ui token t).
- Fixture interception is limited to Mapillary hosts via CDP
Fetch.enable: page-wide request interception stalled Cesium's workers,
so the old fixture mode never drew anything on the globe.
- Failure evidence (screenshots, UI state, console, failed requests,
render errors) is written to qa-artifacts/ with keys and tokens redacted
and uploaded on failure; qa-artifacts/ is gitignored.
- Cesium render-loop errors fail the gate; Google 3D branches that cannot
run print as skips, and --strict rejects any other skip.
- Panel presses log their diagnostics, warn on a retry, and CI now fails
on any retry (QA_FAIL_ON_RETRY=1) since the rail settles; a press with
no pointerdown is a failure, not a retry.
- Assertion-gating sleeps 27 -> 1; the rejected-key "no requests" check
has a positive control.
Verified locally: strict fixture gate on the production build 28 ok + 2
"no Google 3D" skips (twice, fail-on-retry on); panel gate 5/5 plus no
render errors; live gate with a real token 25 ok + 3 fixture-only skips.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
From the IC8 review of #768, each with tests that fail before:
- P2: the expanded viewer is a real modal: while it is on screen every
other <body> child is inert (only the ones it set are restored, on
shrink, close and destroy, and when Clean View/recording/cockpit hide
it). The voice pill and toasts are not clickable while it is expanded.
- P2: the tile proxy follows redirects by hand, at most 3 hops, each one
HTTPS on exactly https://tiles.mapillary.com without credentials;
anything else is a 502 and the token never leaves that origin.
- P2: the real dev and preview server smoke tests request
/api/mapillary/status and a tile, and the browser gate first checks the
server's real status route before any interception, so CI fails if the
Mapillary plugin is not registered.
- P2: both gates press panel headers through one shared helper
(scripts/qa-panelDrag.mjs): re-resolve the header until it is under the
pointer, record what the press hit, wait on the real floating/docked
state, and retry only a press that provably missed the header.
Verified: unit 5910 pass; fixture gate 17/17; panel gate 5/5; live gate
with a real Mapillary token 22/22.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A duplicate scan of every module the PR adds (repeated 4-line blocks,
normalised) after gekh's dedup round left these:
- glyphs.js: the cone, ring and position glyphs share cachedGlyph(), wedge(),
ring() and dot(). Checked with a recording canvas: all 20 draw calls keep
the same path and fill/stroke state, so the glyphs are pixel-identical.
- panelPositionControls.js: one placeAt() for the three places that pin a
panel's top-left corner as a fixed window.
- tiles.js: one warn() for the three background-failure logs.
- Tests: src/testSupport/streetLevelFakes.mjs holds the provider snapshot
(uiState + presentation tests), the stand-in provider (core + controls
tests) and one real-ray pinhole camera (view + coverage tests, which had
each written their own). The coverage line-of-sight test still fails when
refresh() stops passing its focus.
- qa-street-level.mjs: one waitForCoverage() for the five copies of the
"on, drawn, settled, not key-gated" wait.
No behaviour change: unit 5862 pass, fixture gate 16/16, panel gate 5/5.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
From gekh's review of #768, each bug with a test that fails before:
- P2: a failed sequence load clears the previous sequence's cones, resets
the selection and can be retried; a second click while loading starts no
second lookup. sequences.js had no tests: sequences.test.mjs now covers
failure and retry, a superseded late answer, the cache and clearSelection.
- P2: closing a photo stops MapillaryJS sequence playback, which kept the
hidden viewer stepping and downloading images.
- openNearest without the panel reports it instead of loading forever, and
stops if the layer (or its provider) went off during the lookup; the
mesh sampler's misses are bounded and forgotten with its samples; the
sequence count is the union of ids across tiles; a provider withdraws
only its own error, so a sequence error cannot mask KEY REJECTED; hover
stays on (throttled) under an orbiting camera and re-picks when it
stops; "since N days" follows the clock in a long-open tab.
- A prewarm waits for one in flight and then builds if it gave up.
- New coverage for the layer core (credits, KEY REJECTED vs REQUIRED,
switching a provider off), the refresh wiring of the tilted-view fix and
the draped-to-cast swap completion.
- Cleanup: loading is derived from pending; freshStreet(); tile ranking
computes distances once and shares one path for the date line; shared
metresBetween / whenIdle / redrawTile; one NEAREST_RADIUS_M and one
source method list; unused contract fields, exports, getImage and the
decoder's image branch removed; PROVIDER_COLORS lists only Mapillary.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
From the IC8 review of #768 (P2s), each with a test that fails before:
- Switching the layer off and on during the first photo download no longer
leaves the viewer stuck on "not mounted": an outdated mount only unmounts
an adapter nobody else holds and subscribes poses only once current, and
the MapillaryJS adapter never builds a viewer after it was unmounted.
- Hover picks at most every 120 ms (the CCTV convention), not while the
camera moves or a button is held, and not after the layer went off.
- Esc shrinks the expanded viewer wherever focus is (document capture), so
the map keeps its selection, and Tab from outside returns into it.
Closing a photo moves focus to the panel instead of dropping it on body.
- Portable panels lift only after a mouse or pen moves past the drag
threshold: a click on a docked panel's edge or a touch swipe on its
header no longer turns it into a floating window, and pointercancel
saves nothing and puts the panel back.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
From the test-engineering review of #768: the rendering and panel code had
thin unit coverage (coverage.js 29% of lines, sequences/viewer/selection
~30%, cameraFollow 50%, streetLevelControls only source-text checks), and
two shipped bugs were caught only by the manual browser gate.
- coverage.test.mjs drives the real createCoverage against a fake scene and
a source whose tile requests the test resolves. It reproduces gekh's P0 #2:
a request superseded by retire() finishes after a newer one for the same
tile. Without the ownership checks it drops the newer request's key and a
refresh starts a duplicate whose lines nothing can remove (fails on the old
loadTile, passes now). It also covers the draped-to-cast swap keeping both
line sets on the globe until the cast one is built and clear() removing
both mid-swap, and a tile with nothing castable not being rebuilt.
- coverageFixture.mjs encodes Mapillary-shaped coverage tiles (sequence
lines, overview points) from lon/lat; the tests and the hermetic gate use it.
- cameraFollow.test.mjs pins the underground-camera fix: a -14,886 m sample
is ignored for bare earth, a plausible sample wins, and following stands at
eye height. Three of the four fail on the pre-fix module (the first reports
"centre at -14884 m").
- streetLevelControls.test.mjs is a contract test through the real
DataLayerManager and LayerStateCoordinator: a 360 deg click and a SINCE
release reach the durable layer state and the encoded share link under
Street Level's token. Against a stand-in layer it also covers the chip rule
(darkening the last lit chip turns the layer off, provider kept on; lighting
a dark chip is a user params request, then enable), the legend rebuilding
on a same-count swap (review #9) and the viewer resizing only on open
(review #8). With the old direct-to-layer routing, three of these fail,
including both share-link tests.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Norway's ~850 working road cameras load from one keyless GeoJSON request
to the agency's OGC API view of its DATEX 3.1 CCTV table, so no DATEX
account is needed. Faulty cameras are dropped, every camera sits under a
"Norway" category, and the ~135 that publish HLS play as live video
through the existing in-memory relay with the still as fallback. Frames
and manifests are pinned to each camera's own path on the agency hosts.
CCTV_VEGVESEN_ENABLED=0 disables the pack, CCTV_VEGVESEN_MAX_SOURCES
caps it (nearest the largest cities first) and CCTV_VEGVESEN_VIDEO=0
keeps stills only. Attributed under NLOD 2.0.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Brings in 123 commits from main, including the v0.2.0 and v0.2.1 releases
(MCP server and tool catalog, server security hardening, build hygiene).
Conflicts:
- package.json: kept main's script order and added this PR's
qa:panel-resize and qa:street-level; exports keep both sides (main's
tools/view entries and this PR's street-level and Mapillary entries).
- src/tooling/viteBuild.test.mjs: kept this PR's Mapillary-token define
assertion and main's new wildcard-host allowedHosts assertions.
- CHANGELOG.md: main now has release sections; this PR's entries go under
[Unreleased].
Checks after the merge: doctor, format:check, check:boundaries,
layer-token:check (28 published, 1 new: street-level 0), npm test (5726
pass), build, the Windows job's focused tests (70 pass), qa:panel-resize,
and the keyless street-level gate. The new CSP allows Mapillary (https:
connect/img, blob workers). The keyed gate stops at coverage locally
because the dev .env Mapillary token is invalid (upstream 403), not because
of the merge.
Co-Authored-By: Claude Opus 5.5 <[email protected]>