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- Removed the CameraZoomState class and integrated its functionality into a new CameraState class. - Updated references to camera zoom properties and methods throughout the codebase to use the new CameraState structure. - Adjusted the URL manager to access camera pitch and yaw from the new CameraState. - Modified gamepad controls to interact with the new CameraState properties. - Updated darkClouds preset to align with the new camera state structure.
- Updated UrlManager to use the new camera state structure for pitch, yaw, and distance parameters. - Modified DotsManager, Earth, and MeshManager to access camera state properties. - Refactored various plugins (Breakup, Collisions, EditSat, Gamepad, NewLaunch, SelectSatManager, TrackingImpactPredict, WatchlistOverlay) to utilize the new camera state for properties like zoom target and auto pitch/yaw settings. - Introduced CameraInputHandler class to manage keyboard and mouse input for camera control, improving organization and maintainability. - Ensured consistent handling of camera state across the application, enhancing the overall functionality and user experience.
…d update related configurations
…prove top menu integration
…date event handling and menu interactions
…anager and WebGLRenderer integration
…gins for consistency and improved usability
…ilter menu translations
…me vs Home - add missing isShift parameter to KeyDown listeners - Shift+Home: call changePlanet(Earth) - Home (no shift): reset centerBody to Earth and restore min/max zoom distances
…optimize orbit path updates - Add J2000 caching to CelestialBody (lastJ2000, lastCenterBody, minimumUpdateIntervalSeconds) to avoid repeated ephemeris calculations. - Avoid re-creating active orbit line objects in CelestialBody.drawFullOrbitPath: early-return when path is already active; revive and re-add garbage paths when appropriate. - Improve DwarfPlanet.drawFullOrbitPath: - Add lastUpdateTime and minimumUpdateInterval to skip expensive recompute when data is fresh. - Only compute orbit vertices when stale, respect trail-mode (stop at future points), update lastUpdateTime. - Reuse/update existing fullOrbitPath vertex buffer when possible instead of always creating a new line. - Make Path.updateVertBuf accept vec3 or vec4 inputs and avoid unnecessary intermediate allocations. - Bump ZOOM_EXP from 3 to 3.8.
…set; remove unused imports and dead code - Replace vec3/Scene-based negation with direct getCamPos() for u_worldOffset - Remove unused vec3 and Scene imports - Drop commented camera-translation code from update()
…in to ADVANCED, SETTINGS, ALL
…n, and ensure submodules in prebuild - add src/plugins/telemetry/telemetry.ts (open-source stub that logs pro-only message) - register 'telemetry' in PluginManager.pluginPaths so imports can switch between open/pro - add build/get-submodules.ts and wire it into package.json prebuild to init optional submodules (src/plugins-pro) without breaking the build - update devDependency versions and refresh lockfile
…config when isPro
…lock in LineManager Commented out runtime buffer size checks in setAttribsAndDrawLineStrip and labeled them as DEBUGGING CODE. This keeps the validation available for troubleshooting without affecting normal execution.
…e easier to understand
…sages Replace CameraType.DEFAULT with CameraType.FIXED_TO_EARTH across camera, input handler, gamepad, select-sat-manager, sensor-list and tests. Set camera default to FIXED_TO_EARTH, update switch/conditional branches, and adjust lookAtLatLon to ensure the camera is set to FIXED_TO_EARTH and accept an optional zoom parameter.
…h calcDistanceBasedOnZoom/getDistFromEarth, compute target distance directly, and make snap instantaneous when chaseSpeed_ == 1.0
…tSelectedObject, and simplify GPU updates Add an in-memory orbitCache for Float32Array orbit data, populate it when worker responses arrive, and have alignOrbitSelectedObject consult the cache before reading GPU buffers. Rename updateOrbitData to alignOrbitSelectedObject and update call sites accordingly. Disable the buffer reallocation check (commented) and always use bufferSubData to update GPU buffers. Update tests to use DotsManager.update().
…s handler - Subscribe EventBus.update to DotsManager.update instead of updatePositionBuffer - Rename updatePositionBuffer() to update() - Update plugins-pro submodule commit reference
Set camYaw directly to camYawTarget when chaseSpeed_ is 1.0 to avoid residual yaw error and ensure instantaneous snapping.
closes security issue #50
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