chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -7,6 +7,8 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
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## [Unreleased]
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### Added
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- 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)
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- Visual movie mode — `make visual-movie` captures interaction flows as frame sequences with contact sheet generation
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- World seed protocol — StartupMessage carries world_seed from client to server after handshake, enabling deterministic NPC population seeding (D-010, D-029)
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- EntanglementConfig — per-seed NPC population ratios (flat/mundane/intrigue) sampled from seeded RNG with D-029 bounds, ensuring same seed = same world (#175, #178)
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- Fog debug mode — toggle FogState.debug_exploration to render raw exploration texture as colored overlay for diagnostic use
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@@ -15,6 +17,7 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
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- Sprint 22 "Wire" briefings (server, client, visual, CI, planning, joint)
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### Fixed
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- 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)
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- 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)
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- 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)
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- 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)
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