Remove code that nothing in the app, the runners or CI uses:
- the one-off migration compare, look and bench scripts and the vector
ground prototype they measured, with the bench tables in the docs;
- the unused Navara-named shared render modules (polygons, ground picks,
mover bank, ground ring);
- the Cesium-shaped aircraft and vessel test renderers, and the trail,
engineFromViewer and horizon-occluder helpers only they kept alive.
Their tests now run on the production displays over the fake engine;
- Navara's unread diagnostics, fallback ports, dead exports and
parameters, stale effect-chain anchors and the unread capability flags.
The QA scripts share one keyless guard and readiness wait, the session
harness reuses the strict harness's browser flags and block list, and the
harness honours QA_ANGLE and QA_RESERVED_PORTS. The bikeshare fixture
keeps only what its scenario reads. The docs name the engine picker where
it is (VISUAL PRESETS) and drop dated run results.
No behaviour changes on either engine. Navara layer renderer lines fall
from 189 to 0 and viewer lines from 891 to 849.
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.
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.
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.
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.
- 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.