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restore spawn-phase glow with a true breathing animation
SpawnOverlayPass had everything wired except a caller. WebGLFrameBuilder now collects spawned human players each tick during spawn phase and pushes their territory centroid + color through view.updateSpawnOverlay. myPlayer reads as white so the local-player ring stands out. Reshaped the shader animation: dropped the growing-disc effect, gave the ring a true breath — radius scales 0.5×→1.15× while opacity pulses 35%→100% in phase. Replaced the sharp inner-edge ramp with a smooth center-to-boundary fill so there's no hard cutoff or empty hole in the middle. animSpeed bumped to 0.0035 (~1 breath/sec).
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@@ -245,7 +245,7 @@
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"selfMaxRad": 24,
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"mateMinRad": 5,
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"mateMaxRad": 14,
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"animSpeed": 0.005,
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"animSpeed": 0.0035,
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"gradientInnerEdge": 0.01,
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"gradientSolidEnd": 0.1
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},
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