feat: HD Remaster toggle with 4x canvas render path
G.hdRemaster persisted in localStorage (meatslicer_hd_remaster), toggled from the title screen via H key or the bottom-left tag; activation reloads so the asset tier and canvas resolution swap at boot. draw() applies a uniform hdScale() transform, the room-layer cache renders at render scale, and image smoothing follows the tier.
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@@ -49,6 +49,7 @@ const G = {
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sfxVol: 0.45,
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musicVol: 0.55,
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hudAlpha: 1,
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hdRemaster: false,
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imagesLoaded: false,
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roomLayer: null,
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roomLayerKey: '',
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@@ -70,6 +71,8 @@ const PRESSURE_DROP_BASE = 3; // dial 0 == 0.03 relief base
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const DEATH_LOCK = 3;
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const PRESSURE_DIAL_MIN = -10, PRESSURE_DIAL_MAX = 10;
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function hdScale() { return G.hdRemaster ? 4 : 1; }
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// Preserve the old -5 / 0 / +5 balance while adding genuinely wider extremes.
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function pressureGainUnits(dial) {
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const d = clamp(dial, PRESSURE_DIAL_MIN, PRESSURE_DIAL_MAX);
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