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Author SHA1 Message Date
4cad719290 feat: Cyber-noir hub room lighting, pixel wave transitions, tactical UI & ammo overhaul
- Replace procedural city with Room_window.jpg panoramic backdrop
- Add volumetric violet godrays, floor ambient pools, and cyan monitor glow
- Fix bed occlusion bug: reorder renderHub pipeline with rlDrawRenderBatchActive()
- Darken hub materials (smoked walnut parquet, slate plaster, midnight quilt)
- Enable cyber-noir postprocessing shader with vignette in hub room
- Implement diagonal matrix pixel wave screen transitions (ScreenTransition.hpp)
- Add tactical ammo palette (KIN, EMP, THM, ACD, GLT, NAN) & 3D combat laser tracers
- Center [ 12:00 FIRING PIN ] indicator and add drawWrappedText word-wrapping in UI
- Maintain strict zero-rounding constraint across the entire codebase
2026-10-06 21:15:02 +03:00