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feat: Introduce TextureAtlasLayer for efficient texture management and rendering
refactor: Streamline WebGL2LayerClass methods and remove unused code refactor: Consolidate relief icon rendering logic and remove benchmarks
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8 changed files with 251 additions and 312 deletions
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@ -190,6 +190,32 @@ Use exactly `>= 20` — no magic numbers, no alternative thresholds.
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- Template literals over concatenation
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- No unused variables or imports (error level)
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### Code Style Principles (enforced on all generated code)
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**Concise — no noise:**
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- No comments unless the _why_ is genuinely non-obvious from reading the code. Never narrate what the code does.
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- No JSDoc/TSDoc on internal functions. Exported public API only if callers are outside `src/`.
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- Good names eliminate comments. If you feel a comment is needed, improve the name first.
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**Clean abstractions — no leaks:**
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- Each abstraction fully owns its concern. Callers must not need internal implementation details to use it correctly.
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- No thin wrapper classes that just re-expose another class's internals.
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- Keep call depth shallow: if tracing a feature requires more than two levels of indirection, refactor toward directness.
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**No academic over-engineering:**
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- No design patterns (Factory, Strategy, Observer, etc.) unless the problem concretely requires the flexibility they provide.
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- No wrapper objects or extra indirection layers that add zero behavior.
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- Functions take ≤ 3 positional parameters. Use a plain options object only when fields are genuinely optional and vary by caller.
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**Minimal artifacts:**
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- Only create files directly required by the story's acceptance criteria.
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- No per-domain helper/utils files unless there are ≥ 3 reusable functions with multiple callers.
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- No barrel re-export files unless there is an actual cross-module consumer today.
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---
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## Development Workflow
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