A jump cut destroys all cameras and rebuilds a fresh main, leaving the stored split pointing at dead cameras. Worse, `main.ignore()` on the old main sets the id bit that the new main reuses, so objects assigned to the UI pass get ignored by the only live pass — rendering nowhere (the "clip plays in the background" bug).
- Add `liveSplit()` which validates the stored split against the scene's live camera list and clears it when stale
- Route `ensureUiCameras`, `assignUi`, and `assignWorld` through `liveSplit()` so a stale split is dropped and the pipeline falls back to a single pass
- Nebula gas layer: soft coloured cloud sprites at depth 3, tinted with a
per-system palette color assigned deterministically at galaxy generation
(SystemGenerator stamps content.atmosphere.color). Only nebula-type
systems render it; all other types are untouched.
- Ripple effect: a full-screen WebGL composite on the world camera that
displaces the starfield and world objects while the HUD stays crisp via
a new UI/world camera split (UiCameras.js). Data-driven per archetype in
data/systems.json (nebula = ripple, all others = none). Canvas fallback
degrades to no effect.
- Demo mode: ?fx=<type> URL param retargets the run to the richest system
of that archetype, fully charted with all gates active, for judging the
effect in isolation.
- New ice and lava planet art (slots 9–14 in planets.png) replacing the
placeholder terran/rocky/gas reuse.
- Node test suites for the nebula palette/determinism/cloud texture and
the ripple math/data contract/shader/facade (50+ checks, bare Node).