fix(world): remove non-retail portal exit fade

This commit is contained in:
Erik 2026-07-15 23:20:52 +02:00
parent 842bd89c16
commit dded9e6b17
21 changed files with 919 additions and 347 deletions

View file

@ -1,5 +1,10 @@
# Retail Teleport Flow Implementation Plan
> **Historical presentation plan.** Superseded 2026-07-15 by the DAT-authored
> portal viewport and retail view-plane port. `FadeAlpha` and the black overlay
> below are not current behavior. See
> `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
**Goal:** Build the retail-faithful unified teleport flow — a `TeleportAnimState` (TAS) animation state machine + arrival hold that covers **login, logout, death, and portal** with a fade-to-black cover, **holds until the destination landblock is actually loaded** (folding in the #145 unstreamed-arrival cascade fix), and **locks input + camera for the whole transition**.

View file

@ -1,5 +1,10 @@
# Retail Teleport — Priority Residency + Fade Cover — Implementation Plan
> **Historical presentation plan.** Superseded 2026-07-15 by the DAT-authored
> portal viewport and retail view-plane port. `FadeAlpha`/`FadeOverlay` below
> describe the retired temporary adaptation, not current behavior. See
> `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
**Goal:** Make a teleport materialize the player onto a resident, grounded destination within ~1 s (was 1014 s) with no movement desync, covered by a retail fade — fixing "long transition," "dropped at the wrong position," and "stops at the portal" in one coherent change.