Monorepo for Aesthetic.Computer aesthetic.computer

oskiewar web: the scene has a depth buffer master

The web shell never offered `triangle3d`, so the game's faces lost their z and Canvas2D painted them in submission order: figures interpenetrated, the park deck painted over the road, and every depth lane the game sets (HUD, inset, wheel bias) meant nothing on the web. The page now runs the WebGL 2 scene (`scene3d-webgl.mjs`, benched 09-14, unused until now) as its `triangle3d` provider, with the console's frame order: the 2D canvas is the CPU layer underneath (wipe, box, line, block text), the depth-tested scene sits over it, and text draws on a third canvas above the scene the way D2D text follows the GPU pass. `?renderer=canvas` keeps the old path. The scene module gains an allocation-free twelve-argument `triangle3d` with the shared (z + 1.5) / 3 depth map and a buffer that doubles instead of dropping faces. Flat shading is the reference look, so the scene path draws flat; the photo materials stay with the Canvas2D path. Every fixed module list learns the two scene modules: the social burner's server, the marketing shell, the blackbox runner, the preview deploy and the iOS offline bundle. Social preview reburned; suite 167/198 (one fixed, none new).