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    <title>Diagrams :: Catur Documentation</title>
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    <description>Overview Visual diagrams illustrating the internal architecture and runtime behavior of CFOWUMODULE.&#xA;1. Fog of War Visual Behavior What the fog of war actually looks like from a user perspective, covering five aspects:&#xA;A. When does the fog appear? — Top view (fog active, DynamicMesh visible) vs first person (fog off, mesh cleared, tick stopped). B. What happens when the player moves? — RT_view is cleared to black and repainted every frame (LOS follows the player, old position disappears). RT_revealed is never cleared and accumulates all visited areas at low intensity (2.5%). C. complexTrace — Without it, the revealed area is a perfect circle that ignores walls. With it, N raycasts (default 90) against ECC_WorldStatic produce a visibility polygon clipped by obstacles. Only affects RT_revealed. D. Blur effect — Shader-level effect on fogDynamicMaterial. Without blur, the fog edge is sharp. With blur, blurSize and blurForce produce a smooth gradient transition. Does not change painting or RT content. E/F. Legend and RT lifecycle summary.</description>
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