feat(#188): fading-wall + sliding-door translucency; hold open past animation settle
Lands the fading-secret-door feature and fixes the door "flip-back" that surfaced while testing it. #188 — fading-wall doors (e.g. "Pedestal Weak Spot") fade their wall part out via TransparentPartHook instead of swinging: - TranslucencyHookSink consumes TransparentPartHook -> TranslucencyFadeManager (per-(entity,part) linear translucency ramp; holds at End frame). - WbDrawDispatcher: new per-instance alpha SSBO (binding 7); ClassifyBatches takes opacityMultiplier (1 - translucency, per CMaterial::SetTranslucencySimple 0x005396f0) forcing AlphaBlend; fully-invisible parts skipped. - mesh_modern.vert/.frag: binding-7 InstanceAlphaBuf -> vOpacityMultiplier -> FragColor.a *= vOpacityMultiplier. - Register AP-89: the fade multiplies sampled texture alpha, not a separate D3D9 material alpha channel (observably identical for texture-alpha==1 surfaces). Door flip-back fix (affected BOTH #188 fading walls AND #187 sliding doors): a door/wall that finished opening holds a single unchanging frame, so the uncommitted IsEntityCurrentlyMoving cache-bypass narrowing dropped it onto the Tier-1 static cache -- which only remembers the REST pose + opacity 1.0 -- snapping it visually shut/opaque while physics stayed open. Reverted that narrowing: every Sequencer entity stays on the per-frame path (live pose + live fade opacity), the known-good pre-optimization behavior. The per-frame CPU cost that narrowing chased was a Debug-build artifact -- Release is GPU-bound (~200 fps in Sawato, measured), so the unconditional add is free where it matters. Left a code comment barring re-introduction. Tests: full Core suite green (2649 passed, 2 skipped). Live visual gate PASSED -- both fading-wall and sliding doors hold open. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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12 changed files with 625 additions and 14 deletions
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@ -180,10 +180,13 @@ public static class RenderBootstrap
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// --- EntityClassificationCache (GameWindow ~217 — field initializer, new()) ---
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var classificationCache = new Wb.EntityClassificationCache();
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// --- TranslucencyFadeManager (GameWindow — field initializer, new()) ---
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var translucencyFades = new AcDream.Core.Rendering.TranslucencyFadeManager();
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// --- WbDrawDispatcher (GameWindow ~2377-2381) ---
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var drawDispatcher = new Wb.WbDrawDispatcher(
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gl, meshShader, textureCache, meshAdapter, entitySpawnAdapter,
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bindless, classificationCache);
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bindless, classificationCache, translucencyFades);
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drawDispatcher.AlphaToCoverage = opts.Quality.AlphaToCoverage;
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// --- Vitals dat font (GameWindow ~1820-1822) ---
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