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 |
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| .. | ||
| build | ||
| combat | ||
| comms | ||
| config | ||
| dev | ||
| economy | ||
| entities | ||
| galaxy | ||
| mining | ||
| quests | ||
| reputation | ||
| research | ||
| save | ||
| scan | ||
| scenes | ||
| ship | ||
| tether | ||
| ui | ||
| utils | ||
| vendor | ||
| vignettes | ||
| visuals | ||
| main.js | ||