fix(render): badge every structural move and collapse nested move spans - #165
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Move destinations were unreadable: most teal spans carried no L-number, nested fragments painted tag soup, and badges hid in dim grey. - serialize: emit highlight spans only for outermost moves - sbs/inline: badge decl/block/multiline moves in any hunk, single-line shifts only across hunks - sbs/inline: render badges in move-teal instead of dim overlay - goldens: 9 expected_ui fixtures regenerated (span reductions only)
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Problem
What Changed
nestedMoveActionsininternal/serialize/spans.goto keep only the outermost move span on each side. Child moves contained inside a larger moved block are skipped, so relocated code gets one clean span instead of token soup.internal/sidebyside/render.goandinternal/inline/render.goto badge declarations, blocks, and multiline moves across the board. We now only skip badges for single-line shifts that stay within the same hunk, where destination lines are already visible on screen., modifiedsuffix check from move badges to keep annotations short and direct.color.MoveFg) across both side-by-side and inline renderers, so destination hints visually match the moved code.internal/serialize/spans_test.goand refreshed affected UI golden fixtures.