I really want the sidebar back to col4, so the user sees more main map.
This makes it very tricky to fit all of the intersection in the turn
restriction editor.
This is more work to further isolate the layers that entities draw to.
It makes it easier to debug what is going on, and can eventually lead to
deferred drawing, if each draw function is in its own place and not dependant
on anything else.
I've started to replace the vertex-hover with an explicit layer for touch
targets.
Also had to change a lot of the svg tests, which are really brittle.
Things would happen like - the surface would be created, it would kick of a
deferred redraw, which would notice that the zoom was 0 and call
editOff, which would remove the osm layers that were just created and
that the tests were trying to draw to. These tests need proper zoom and
projection otherwise nothing works.
This includes some renames for clarity.. "surface" -> "selection"
to make it clearer that rendering functions take a selection, and
don't necessarily render to the literal `#surface` node anymore.