Adds camera.js with perspective, lookAt and matrix helpers. The orbit
view is now a lookAt pose feeding one view-projection matrix shared by
the shaders and project(), replacing the hand-rolled projection with
its clamped depth. A node test checks the new camera reproduces the old
projection to within 0.05 px, so the landscape looks the same; this is
the base the city's walk and fly cameras need (near plane, correct w).
The overlay used to clip and affine-map a code texture onto every
visible roof and punch every roof out of a 2D ground grid each frame
(about 13,600 saves and 6,800 clips per frame on a 1,676-file repo).
The existing code overview canvas already matches the world layout, so
it is uploaded once as a mipmapped texture and sampled by the roof
shader. The overlay now only draws sharper text for the few roofs close
enough to magnify that texture, and the grid is a WebGL line pass. The
vertex shader emits a real clip-space w so the texture is perspective-
correct; screen positions are unchanged. JS and canvas time per 3D
frame fell from 284 ms to 27 ms in the same profile.
project() read canvas.clientWidth/clientHeight on every call, and it
runs for every tile corner each frame. Profiling a 1,676-file repo put
216 ms of each 3D frame in project(); with the size cached per frame
and the trigonometry per camera change it drops to about 7 ms.
Deep blue-black theme with a violet-to-cyan accent, frosted floating
panels, self-hosted Inter, a welcome screen with a call to action, a
card-style inspector, accent tabs and toggles, animated progress, and
a restyled open dialog. In 3D the WebGL walls are now lit per side
with a darker foot so buildings read as solids, and the canvas clears
to transparent over the new background. Renamed to CodeNavigator.
Implements the API routes (jobs, progress events, snapshots, search,
entities, source delivery with release) to net/http and serves the
static frontend from the same binary on the same origin.