fix(world): remove non-retail portal exit fade
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# Retail Teleport Flow Implementation Plan
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> **Historical presentation plan.** Superseded 2026-07-15 by the DAT-authored
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> portal viewport and retail view-plane port. `FadeAlpha` and the black overlay
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> below are not current behavior. See
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> `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
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> **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.
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**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**.
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# Retail Teleport — Priority Residency + Fade Cover — Implementation Plan
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> **Historical presentation plan.** Superseded 2026-07-15 by the DAT-authored
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> portal viewport and retail view-plane port. `FadeAlpha`/`FadeOverlay` below
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> describe the retired temporary adaptation, not current behavior. See
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> `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
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> **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.
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**Goal:** Make a teleport materialize the player onto a resident, grounded destination within ~1 s (was 10–14 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.
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