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f23789883b
relates to #893 Replaces the canvas2D + Pixi.js map renderer with a pure WebGL2 pipeline. Map-space visuals (terrain, names, structures, units, FX, selection boxes, build ghosts, status icons, nuke trajectories, defense zones, spawn glow, water-nuke terrain deltas) all render through dedicated passes in src/client/render/gl/passes/. Controllers in src/client/controllers/ push state directly to the WebGL view; no relay events. Assets unified under resources/ + assetUrl(). Mode toggle wired to the existing darkMode UserSetting (no more day/night cycle). One input system (InputHandler + EventBus + TransformHandler). Known regressions to address in follow-up work: - [ ] webgl: highlight structures when hover on build menu - [ ] webgl: custom flags, flag atlas - [ ] webgl: territory patterns - [ ] webgl: defense post outline - [ ] webgl: territory expanse smoothing