docs: close #188 (fading-wall doors fade + hold; door flip-back fix, 3284dd0a)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-09 09:20:51 +02:00
parent 3284dd0aed
commit 5d013dcb10

View file

@ -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) ## #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 **Severity:** MEDIUM (a real but narrow class of dungeon secret-door objects; collision
already correct via a separate wire channel) already correct via a separate wire channel)
**Filed:** 2026-07-08 (surfaced during #187's live gate) **Filed:** 2026-07-08 (surfaced during #187's live gate)