orbit/js
Brian Fertig 098b41b2fc Fix UI camera split going stale after a scene restart
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
2026-09-26 11:40:43 -06:00
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build
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combat
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comms
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config
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dev
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economy
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entities
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galaxy
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mining
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quests
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reputation Add reputation bonuses for side-quest claims and goods sold 2026-09-23 22:39:27 -06:00
research
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save Add pirate-kill reputation milestone with per-system tally persistence 2026-09-26 09:50:50 -06:00
scan
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scenes Add pirate-kill reputation milestone with per-system tally persistence 2026-09-26 09:50:50 -06:00
ship
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tether
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ui Add reputation bonuses for side-quest claims and goods sold 2026-09-23 22:39:27 -06:00
utils
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vendor
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vignettes
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visuals Fix UI camera split going stale after a scene restart 2026-09-26 11:40:43 -06:00
main.js
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