The reload visualizer and the Firepower reload rows showed two decimals.
Add an exported `RELOAD_PRECISION` (1) in the reload visualizer and use it for the visualizer's times and placeholders and for the Firepower reload rows (per-shell reloads, reload and intra-clip).
PrimaryArmorSceneComponent rebuilt its ShaderMaterial every render with null uniforms that were only set once on mount. Create it once with useState instead.
Adds a **Peekaboo DPM** entry nested under DPM for single-shot guns, estimating damage per minute when only firing after resetting camouflage (or waiting out the reload, whichever is slower), assuming at least 10 seconds between shots.
- Shots per minute are capped at `60/10` for reloads faster than 10s, and fall back to `60/reload` otherwise
- The result is multiplied by the currently selected shell's damage and rounded
- An (i) icon next to the label opens a popover explaining the calculation
- The row is hidden for auto-loader/auto-reloader guns
- No percentile ranking bar is shown, since no dataset exists yet for this new stat
The /session/ page crashed when a tracked player's tank stats included
a tank with no matching tank definition or no average stats (WN8
baseline). The delta memo dereferenced `tank.id` on a possibly missing
definition and forced `average?.mu!` through as non-null, so a missing
average threw inside `compositeStats`/`calculateWN8` uncaught, breaking
the page on every load while the bad state persisted in localStorage.
Skip those entries instead of crashing: entries with no tank
definition or no average `mu` are dropped from the delta via
`flatMap`, so the rest of the session table still renders.