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fix(world): stop the camera teleporting and the frame budget losing frames (#152)
Eight confirmed audit findings on scene transitions and the `world` view — the one mechanism meant to read as a single continuous shot, and the one where every defect below is plainly visible on screen. - A transition longer than the scene it leaves silently deleted frames from the *entering* scene. The outgoing scene cannot spend more frames than it has, but the budget was computed as if it could, and the overrun was taken out of the next scene. Now clamped to the outgoing scene's own frame count, with the accounting asserted frame by frame. - `camera_pan_duration` longer than a scene teleported the camera: measured jump of 245.33px between two consecutive frames, now 21.33px. - The outgoing scene's background held at full strength through the whole pan, then vanished in one frame — an avg-luma step of 109.0 between two frames, now at most 4.82. - The scene cross-fade drove the *whole* frame to 50% opacity at every pan midpoint (both scenes at 0.5, nothing behind them). Mid-pan opacity is now 0.670 instead of sitting on that floor. - `persist: true` snapped opacity back to 1.0 while the scene was still fading out — a 0.326 discontinuity, now 0.034. - A view-to-view transition duplicated the junction frame on both sides. `ViewTransition` progress is now an open interval, matching what `SlideTransition` already guaranteed. - `scene.freeze_at` was read by no world code path at all. - `scene.effects` (post-effects) were dropped on world frames and on view transition frames. Every figure above is a before/after measurement from the tests added here, not an estimate. Tests: 144 pass on this branch alone.
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