byrongamatos 4a1b055afd fix(highway): the paused-frame throttle was throttling the whole venue
Pausing the song dropped the venue, the crowd and the stage to ~10 fps —
"everything around the highway drops fps by a lot".

draw() caps paused frames to one per _PAUSED_FRAME_INTERVAL_MS (100ms), on an
assumption stated plainly in highway-constants.js: a heavy WebGL renderer "does
a full render every frame even while paused. That is pure waste." That was true
when a paused chart was a still picture.

The venue broke the assumption. Its video backdrop keeps playing and its crowd
reacts on a clock of their own, and BOTH are drawn into the same canvas as the
notes — so a throttle aimed at static notes throttled the entire room. The
scene only got a texture upload 10 times a second while the transport sat
paused.

Renderers can now declare that their picture is not static while the chart
clock is stopped: an optional needsContinuousFrames(). The throttle is skipped
only when it returns exactly true, and the probe fails closed — a renderer that
doesn't implement it, or one that throws, keeps the throttle unchanged. So the
GPU saving that motivated #654 survives everywhere it was actually valid.

highway_3d implements it and claims continuous frames ONLY while a crowd video
is genuinely rolling (bound, unpaused, not ended, readyState >= 2). With no
venue pack — the common case — the paused scene really is static, so it keeps
the throttle and the GPU still idles.

Tests extend tests/js/highway_pause_throttle.test.js, which guards this code
path source-level (the draw loop owns the rAF + WebGL lifecycle and is
deliberately not reproduced in a vm — see the file header). The new guards pin
that the capability GATES the early return rather than merely being called near
it, that the probe fails closed on absent/non-function/throwing/truthy-but-not-
true, and that the 3D renderer keys off the real video elements and can still
return false. All 3 fail against the pre-fix source.

eslint 0 errors; JS 1202/1202; pytest 2597 passed.
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