- 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
154 KiB
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154 KiB
986x567px