chore(meta): update changelog
Co-Authored-By: Claude Fable 5 <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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- **The visual asset pipeline has a production home** (D-244, T-1050) — the 3D-model/texture/artwork/icon/effect catalogs are instantiated with live status tables (the icon set's 13 as-built SVGs inventoried with their real wiring), `client/assets/models/` exists as the promotion target for glb-gen output with a schema-documented manifest, and a single conventions document fixes model naming (category-first), mask sidecars, and D-235-token texture naming — with door-state and TileSet conventions recorded as explicit Phase-5 deferrals rather than silent gaps
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- **The Phase-4 visual style bible** (D-257, T-1052) — palette.md is no longer a stub: gameplay vs offline-render cameras untangled, a rendered-look register for every ratified building material/roof/facade/street tag (hue range, grain, weathering), and the newly-recorded D-257 rendering treatment — environment props share the character toon look, with a minimal-PBR carve-out for glazing so glass reads truthfully about sightlines. Exactly one live style authority remains; the superseded v0.1 documents now say so themselves
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- **The Atlas can be driven by agents** (D-226, T-971) — a named-intent control channel (AtlasAgentInterface) lets automated QA agents navigate the real Atlas UI through the exact same handlers a click calls: open/select/descend, jump straight to any world coordinate at any zoom step, toggle overlays, and read back a summary of what's on screen — turning the hand-scripted verification drives into a first-class, repeatable QA capability. In-process consumers only for now; a shipped reference driver replaces the ad-hoc scripts
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### Changed
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@@ -15,6 +17,7 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
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- **Internal: legacy map-window field retired** (T-1159) — the obsolete duplicate zoom-granularity field was removed from the map wire protocol and caches; no player-visible change
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### Fixed
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- **Map viewer unit tests no longer flake against a warm map cache** (T-1193 first slice) — the viewer test suites rode the machine-shared on-disk atlas cache, so a live play or capture session visiting the same body could flip "nothing has arrived yet" tests in any later test run; viewers under test now pin an isolated cache root through a proper injection seam
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- **One coastline at every zoom step** (T-1160) — the whole-body and Region views drew a structurally different coastline than the closer zoom steps (they skipped the deterministic coast-detail warp — about 5% of coastal cells disagreed, displaced up to ~19 km). All six zoom steps now draw the same coastline at their own density: zooming in refines the line instead of moving it. (Game version → 0.4.3: old on-disk map caches refresh automatically)
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- **Climate now respects latitude on both hemispheres** (T-1186) — a sign-convention bug made every northern hemisphere read as polar (+90°) and the southern hemisphere read as compressed northern tropics: temperate lakes at 76°S, ice only at the top of the world map. Temperature baselines, glaciation, and everything derived from them now band correctly north AND south of the equator — the same spot near the antarctic circle that used to derive as an 18 °C ice-free lake now comes out at 2 °C under light glaciation
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- **Lakes deepen from the shore** (T-1188) — lake shorelines no longer render as hard flat-blue step-edges: every lake cell now carries its settled-hydrology depth band, and the map shades lakes from pale at the water's edge to dark at the deepest point of the basin — the same visual grammar ocean coastlines already had — each lake shaded relative to its own deepest point, so shallow ponds and deep basins both read correctly. (Game version 0.4.0 → 0.4.2: old on-disk map caches refresh automatically)
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