From 5aea6e283b5be55510bf8e66db9795a036e06949 Mon Sep 17 00:00:00 2001 From: Jeroen Schweitzer Date: Sun, 1 Mar 2026 16:34:17 +0100 Subject: [PATCH] chore(meta): update changelog Co-Authored-By: Claude Opus 4.6 --- CHANGELOG.md | 3 +++ 1 file changed, 3 insertions(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index 3ba6da4cc..75b9d23a1 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -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)