chore(meta): update changelog

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-01 16:34:17 +01:00
co-authored by Claude Opus 4.6
parent 6bcdc48412
commit 5aea6e283b
+3
View File
@@ -7,6 +7,8 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
## [Unreleased]
### Added
- Visual test harness — `make screenshot`, `make test-visual`, `make visual-update` for automated visual regression testing with golden PNGs across 11 scenarios (fog, HUD, dialogue, minimap)
- Visual movie mode — `make visual-movie` captures interaction flows as frame sequences with contact sheet generation
- World seed protocol — StartupMessage carries world_seed from client to server after handshake, enabling deterministic NPC population seeding (D-010, D-029)
- EntanglementConfig — per-seed NPC population ratios (flat/mundane/intrigue) sampled from seeded RNG with D-029 bounds, ensuring same seed = same world (#175, #178)
- Fog debug mode — toggle FogState.debug_exploration to render raw exploration texture as colored overlay for diagnostic use
@@ -15,6 +17,7 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
- Sprint 22 "Wire" briefings (server, client, visual, CI, planning, joint)
### Fixed
- Fog shader: silent compilation failure in OpenGL3 compat mode — removed `return` statements from fragment() which are not supported, causing fog overlay to render as no-op (root cause of Sprint 22 fog regression)
- Fog system: blocky stair-stepped edges at vision cone boundary — doubled Gaussian blur step size for D-066 compliant 6-8 tile smooth gradient (#569)
- Fog system: zero visibility in explored areas — switched bounds calculation from visible_tiles (empty in live server mode) to visible_positions, and removed shader guard that cut off gradient bleed into unexplored tiles (#569)
- Fog shader alpha tuned to D-059 spec: light fog 0.25-0.35 (was 0.25-0.55), deep fog 0.55-0.70 (was 0.78-0.90) — world content now visible through fog instead of hidden behind it (#563)