fire teleport beams up at the old place and down at the new #156
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Delete branch "teleport-beams"
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Anytime a teleport takes place, a column of racing light rises into the sky from where the body stood and another falls from the sky onto where it lands.
Covers every teleport in the game: map click, level keys, the event call-up, a called shuttle — and remote bodies, whose teleports are derived from the pose snap the netcode already makes when a jump crosses
SNAP_DISTANCE. Nothing new rides the wire, so old builds still interop.liuverse-sim::beamsowns the animation state (ascent, a delayed descent, hold, fade) and is device-free and tested.FrameState.beamscarries columns to the renderer, which builds each as a glowing shell plus a camera-facing tip flare through the flashlight's existing additivebeampipeline — one draw, no new shader.SNAP_DISTANCEon someone else stay invisible to observers; a wire flag would exhaust the pose bits and need a protocol-major.just checkgreen (fmt, typos, build, clippy, tests, deny). Bumps the workspace version to 4.6.0.closes #152
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