4b634e4561686e27ed3db7d69e2ec592a0130bfb
Marching into enemy territory changes visibility every step, and each change rebuilt the whole on-screen fog band. A tile's fog depends only on its own level and its six neighbours', so the exact dependency radius is one tile, far tighter than the vision radius. - Every tile owns a fixed slot in one fog buffer, so rebuilding a tile never shifts another's vertices and only the touched row spans are re-uploaded. _applyKnowledge now diffs the visible/explored sets and hands the renderer the changed tiles; buildFogTiles rebuilds them with their rings. On a 100x100 map a frontier patch is ~3-4 ms against ~80 ms for the band. - A pan that leaves the built rows now builds only the newly exposed rows, and the escape margin scales with the viewport, so dragging rebuilds rarely. - _frame schedules the next animation frame before doing any work and catches an error, so a one-off failure can no longer stop the frame loop for good. - Added tests for the per-tile patch and the incremental pan.
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