The zoomed track now drags: the handle still drags the time, while the
track around it drags the view along (or the time, with all of it shown),
a tap goes to the time under it, two fingers pinch it, and a sideways swipe
or a shift-wheel drags it too, the same with a mouse, a trackpad or a
finger. A view dragged off the handle stays put until the time moves.
Play moved in steps: the world clock told of its time four times a second,
so the handle and the globe jumped, and play stopped at every weather frame
while it drew, loaded ahead or not. The clock now tells of its time each
animation frame, and play no longer waits on the frame it is at: that
frame loads as play goes on, and play holds only at the next frame while
the one before it still loads. Weather loads its next frame ahead while the
world plays too, tells its listeners of frames as they change rather than
every frame, and the sun and moon move on each minute of world time.
Resolve the CURRENT-STATE.md layer table by keeping main's realigned
table and adding this layer's row. Main added an Arabic locale, so
translate the 12 layer strings and list ar.json in the drone-airspace
package.
Play holds while a layer loads the frame for its time, and the bar's only
sign of it was a faint pulse, so a stopped handle read as a stall. The
bubble now shows a small spinner beside the time while play is held. It
comes on once a hold lasts long enough to notice and stays through a run of
slow frames, so neither a quick frame nor the gaps between frames flash it.
With layers of very different reach on together, a month of launches and
a few hours of lightning, the short-range ticks were crushed at the end of
the one shared track. Scroll or pinch on the track now zooms it around the
handle, plus and minus zoom from the keyboard, and zero or a double-click
shows it all again. Everything still plays together; zooming only changes
what the track shows, and the view follows the handle as it plays, steps or
is left behind by now. A scrub's live edge goes by the stretch shown, so a
zoomed track can land minutes from now, and a double-click or pinch puts
back the time its first press moved.
At 10 km per pixel each fire was a marker-sized spot that faded into the
imagery from the globe view. A 2048 px grid with the same one-pixel blur
makes every spot exactly twice as wide (~60 km for a lone weak fire),
still separate, and the build is three times faster.
The heat raster was 2048 px wide with a 3 px blur, so every fire spread
over ~200 km and the far-zoom map read as clouds next to the markers.
Double the grid to ~10 km per pixel and blur by one pixel: a lone fire
is now a spot about as wide as its marker at the 3,000 km hand-off.