From 5d013dcb103c6bb5de4277ee006546ae17bc2c97 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 9 Jul 2026 09:20:51 +0200 Subject: [PATCH] docs: close #188 (fading-wall doors fade + hold; door flip-back fix, 3284dd0a) Co-Authored-By: Claude Opus 4.8 --- docs/ISSUES.md | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/docs/ISSUES.md b/docs/ISSUES.md index a5827702..fe9a80bc 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -82,7 +82,14 @@ registration problem (this fix's dispatch reaches it correctly) — filed separa ## #188 — "Fading wall" secret passages don't visually fade (missing TransparentHook/EtherealHook render sink) -**Status:** OPEN +**Status:** CLOSED 2026-07-09 (`3284dd0a`) — user-confirmed live gate: fading-wall +doors fade out and hold; sliding doors hold open. Fix = `TranslucencyHookSink` → +`TranslucencyFadeManager` → per-instance alpha SSBO (binding 7) → `mesh_modern.frag` +(`FragColor.a *= vOpacityMultiplier`), register AP-89. The commit ALSO fixed a +door "flip-back" (a settled-open door/wall reverted to the Tier-1 static cache's +rest pose + opacity 1.0) by reverting an uncommitted `IsEntityCurrentlyMoving` +cache-bypass narrowing — every Sequencer entity stays on the per-frame path. That +narrowing chased a Debug-build FPS artifact; Release is GPU-bound (~200 fps Sawato). **Severity:** MEDIUM (a real but narrow class of dungeon secret-door objects; collision already correct via a separate wire channel) **Filed:** 2026-07-08 (surfaced during #187's live gate)