docs: per-beam laser and electric tuning, seabed hex tiling, foam keys
docs: add electric and laser shading page, laser and pixel light docs
docs: describe the anti-aliasing option
docs: describe low latency mode
docs: say what the ambient occlusion debug view covers
docs: sync ambient occlusion, water glint keys and stochastic sharpness
docs: sync direct3d 9 features page, water tiling keys and IsWater
docs: list every Water.ini key with its format, default and range
docs: sync the snapped swell grids and ShaderWaterSwellSpeed
docs: sync live Water.ini reload, WaterAnimationFps and per-map water textures
docs: describe the soft shore edge and the grown water mask
docs: sync water page, its illustrations and the condensed changes page from docs
docs: sync supply bar and dozer build restrictions from docs
docs: sync superweapon eva events from docs
docs: sync contraZH-Changes from docs
docs: sync contraZH-Changes from docs Right click is now the focus toggle. Also brings across the allied decal option, shift click passenger unload, the laser ground glow corrections and the online build section.
docs: ForbiddenKindOf on SubdualDamageDefaults
docs: frozen units skip the disabled tint
Sync subdual frozen docs from docs
Sync subdual defaults and jamming recovery timing from docs
docs: decal hides once the object dies
docs: note the production progress bar
Sync from docs: borderless window option, smart selection cameo text
Sync from docs: guard mode holds its ground
Sync from docs: Animation2D Texture form in the changelog
Sync from docs: Animation2D Texture single-image form and size rules
Sync from docs: jam gets its own MiscAudio sounds and stays independent of disabled states
Sync from docs: subdual jamming, laser ground glow, bloom, reverse move, addon fix
docs: sync wiki with docs/