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Iso revealed the WHOLE map from move 0: unexplored (dark) cells fell back to the floor tile (_tileUrl(dark) -> tiles.floor) and rendered as floor. Now skip dark cells entirely (unexplored = void), and dim explored tiles by the lightGrid brightness (globalAlpha, floor to 0.16) so the remembered area fades to black with distance — parity with the 2D modes and 3D (which already skips dark + uses THREE distance fog).