Pulses: three dim rings grow from the Global Context subject to the
250 km range ring at constant speed, one every 3 s, each taking 9 s.
Each fades in over its first 8% of travel, then fades as
(1 - travel)^1.5 to about a third of its 60% peak, so it arrives at the
ring dim but visible. They are 3 px in the ring's colours, as polylines
with CallbackProperty positions and colours that share the ring's
centre object, so they follow a moving subject.
Ring: while pulses run, the 250 km ring rests unseen and flashes to full
strength as each pulse reaches it, fading over 1.8 s. Without pulses
(reduced motion, or a scene with no primitives or preRender hook) it
stays on screen as before.
Gradient: behind each pulse a radial band in the same blue fades inward
over 35% of the radius. One flat, translucent, unpickable 250 km disc
draws it with a small Fabric material. A preRender listener writes the
pulse radii and opacities into two vec4 uniforms each frame. The disc
(0.25 degree granularity, ~3.5 ms to build) is rebuilt only after the
subject moves 2 km.
Echoes: as a pulse front crosses a flight, military aircraft or AIS
vessel, the detection overlay draws a second bracket in the pulse blue
around that contact's own bracket, spreading outward as it fades over
1.4 s. Awareness publishes the field (centre, radius, pulse timing,
echo styling) through the new src/awarenessEcho.js. The overlay reads
it, so no layer's icon or colour is touched. Mapped installations have
no detection bracket, so they do not echo.
Rendering cost: pulses never hold continuous rendering. They ask for a
frame every 80 ms, the Cyber sonar's parked cadence, so a parked
Contacts view repaints at ~12.5 fps while a subject is shown. This
changes the "parked Contacts stays quiet" behaviour on purpose.
clearVisual stops the timer and removes the disc, the listener and the
echo field.
awarenessRangeRingPositions can now reuse a result array, and passes the
WGS84 ellipsoid explicitly so a reused Cartesian never lands in the
ellipsoid argument. Tuning lives in AWARENESS_RANGE_PULSE,
AWARENESS_RANGE_ECHO and AWARENESS_RANGE_RING_STYLE. src/awarenessEcho.js
is registered in the awareness-layer, application-components and
application-layer-construction packages.
Tests cover:
- the pulse curve and calm rate;
- the ring flash once per arrival, and the static ring without pulses;
- the 80 ms frame cadence and its stop;
- the partial-scene fallback;
- the gradient disc: unpickable, uniform values, rebuild and cleanup;
- per-frame evaluation, and the echo field following the subject;
- awarenessEcho strength, rim wrap, layer filter and altitude handling;
- the detection renderer's echo-bracket band and outward spread.
The Global Context range ring was a Cesium ellipse outline at 1 px in
rgba(98,181,255,0.72). WebGL ignores larger ellipse outline widths, so it
could not be thickened, and it vanished over desert and snow and under the
FLIR, NVG and CRT styles.
Draw it as a polyline instead: a 4 px line with a 2 px Context-blue core
inside a 1 px dark halo on each side (PolylineOutlineMaterialProperty).
The halo gives luminance contrast on light and dark ground, which the
monochrome styles keep. The ring sits at the same 2.5 km height and
follows the subject on the same 250 m threshold. Positions come from a
new awarenessRangeRingPositions helper that stays within 50 m of 250 km.
Style values live in AWARENESS_RANGE_RING_STYLE (awareness/policy.js).
Adds rangeRing.test.mjs (geometry at equator, Sahara, Greenland and the
antimeridian; contrast; entity shape; follow threshold) and a
CURRENT-STATE note.
A ½×–4× slider (log2 axis, 5 % steps, default 1×) under the intensity
filter sets how large far-zoom heat spots are. It scales the grid, not
the blur: 2× is a 1024 × 512 grid with the same one-pixel blur, so each
spot grows exactly and weak lone fires don't fade as they widen. A change
rebuilds only the heatmap. Share links keep it as w.s (percent, 50–400).
The layer row now takes a list of sliders.
One provenanceLine() builds STATE | text | LAYERS for the HUD and
get_hud_caption. hasWord is one lookaround regex, capAtWord one grapheme
pass. Feed-state helpers are imported from layerSnapshot.js directly, and the
kept-whole sanitizer cases are one table.
Dropping each detection whole into its nearest pixel snapped spots by up
to half a pixel and left weak lone fires as squares or plus signs once
thresholded. Share each detection's weight between the four nearest pixel
centres instead (linear binning, Wand 1994): spots sit at the true
position and blur round, at the same build cost.
A dial click shorter than the device start-up let suspend() run on a still-suspended context, so the later resume() left it running with no nodes. Cover paused, connecting and voice-fallback releases in radioNextState tests.
"Over {area}" put a country name straight after a preposition, which drops
the article Italian, Portuguese, Spanish and German need ("Sopra Italia",
"Über Schweiz"). Use the label form French and the "In {area}" line already
use. zh-Hant now says 服務器 like the rest of its catalog.
- keep inserted place names clear of prepositions and articles they
would need in fr, pt, ru and uk
- use each catalog's own terms: punto de interés, trazar contorno,
Buscando, 加載/匹配/搜索 and full-width colons in ja
- list the Italian "Area" as intentionally the same as English
- strip control and format characters from OSM tag values, keeping the
zero-width (non-)joiners Persian and Indic names spell with, and cut
them at 120 code points so a name cannot steer or flood the model
- adopt the nine new geometry test files in format-scope.json; five of
them change by formatting only
Both stack parents (#837, #842) are on main, so the voice geometry branch
now builds on main directly. Conflict resolutions keep main's behaviour and
add the geometry work on top: osm_query gating on every provider, restored
admin identity for Nominatim outlines, merged analyst follow-up memory, and
the cancelled Globe View reset instruction ahead of the generic cancellation.
Between real time and an hour a second there was nothing to watch a few
minutes of weather or a launch play out at. The speed menu now offers a
minute a second as its second choice.
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.