Particles (esp. the unbounded Rössler chaos mode) could fly off-screen. Add a
camera-frame-sized spherical containment field: spring pull-back past the
radius, hard velocity clamp, and a snap-to-shell safety net so no particle can
escape. The sandbox sizes the radius from camera distance + vfov each frame so
the storm reframes as the camera flies. Verified: check + build green.
storm.ts (blockers): correct particle position wiring — positionNode now
instancePos.add(positionLocal) (bare storage element collapsed every quad to a
point); serialize GPU compute dispatches (computeInFlight) to stop queue
stalls; ignition floor so the storm never fades to black; null buffers on
dispose for GC (StorageBufferAttribute has no dispose()); typed computeNode +
InstancedMesh, removed unsafe casts.
narrator.ts: validate + filter backend beats, bounds-safe fallback merge,
KIND_CHIP satisfies (compile-time enum coverage), chip type guard, timer cleanup.
MemoryCinema.svelte: replace the null-returning Local AI stub with a real
on-device transformers.js text-generation pipeline (+ genuine fallback);
Escape-to-close + autofocus a11y; reset all run state on launch (no stale
Replay); fix render/close race; computed fallback camera aspect; typed state.
director.ts: NaN-guard progress on empty path; clamp dt >= 0.
sandbox.ts: guard three/webgpu exports + tsl pass() API shape; resize w/h floor.
926 tests + build green. Net: every audit blocker/high/medium fixed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>