Phase 2: full-voxel chunk storage, greedy mesher, and Babylon 3D viewer
api: chunk_sections table (per 16x16x16 section, base64-encoded u16 blockStateId array) and mesh_pointers table, additive to Phase 1's column-based chunk_columns/tile_pointers — 2D tile rendering keeps using the cheap column path unchanged. New "sections" WS message (backfill on chunk load + delta resend on flush, same "current state, not a diff" philosophy as columns) reuses the existing dirty-chunk Redis event, so one event now triggers the worker to re-render both the 2D tile and any 3D meshes for that chunk. New mesh-serving routes. worker: a from-scratch greedy mesher (per-axis 2D mask sweep + rectangle merge — the standard voxel-meshing technique, reimplemented from its public description, not copied from any codebase) producing a compact custom binary vertex buffer per non-empty section. Verified with unit tests, including one that specifically checks a uniform section collapses to exactly 6 merged quads rather than one quad per voxel face (the decisive signal that merging, not just per-voxel face emission, is actually happening). frontend: a barebones Babylon.js 3D viewer (/3d) that loads a fixed radius of chunks, parses the mesh binary format, and renders each section as its own mesh (no cross-section merging yet, no camera-based streaming yet — both reasonable follow-ups once there's a reason to optimize). End-to-end verified against live containers, including through the real mod-side Java WS client (see MCMapper-Mod's matching commit): a known half-solid section correctly round-trips to exactly 24 vertices / 36 indices at the mesh-serving endpoint, matching the "6 merged outer faces" the unit tests predict.
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@@ -1732,6 +1732,7 @@ dependencies = [
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"aws-config",
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"aws-credential-types",
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"aws-sdk-s3",
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"base64",
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"image",
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"rayon",
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"redis",
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