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Fade city developed ground into the terrain instead of a hard rim - #1999

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Noisemaker111 merged 4 commits into
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fabric-soft-edge
Oct 20, 2026
Merged

Noisemaker111 merged 4 commits into
betafrom
fabric-soft-edge

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Ember Command's hamlet ended in a hard, stair-stepped green polygon around the player's castle, cutting across the painted dirt.

  • shell/scene/CityRenderer.tsx: the developed-ground sheet carries per-vertex alpha that smoothsteps to 0 over its outer 9 m (FABRIC_FADE); material is transparent, depthWrite={false}. It drops the fixed FRINGE_COLOR lerp, which only matched green terrain.
  • MeshAccumulator.addColoredMesh removed (its one caller now builds the RGBA geometry). changes/fabric-soft-edge.md.

Root cause: the sheet stops wherever a 2.5 m cell's mean street distance passes reach, so its rim follows the cell grid. Lerping to a fixed green only hid that on grass-coloured terrain.

Verification

  • bun test packages/shell/src/scene — pass; bun --cwd=packages/shell run check-types — pass; ship:preflight — ok
  • Ember Command with only shell dist swapped, 1280×720, same opening. Left is before, right is after:

fabric-fade-before-after


Generated by Claude Code

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test failed in packages/shell/src/settingsBoundary.test.ts (5 failures after a 5 s hook timeout). This PR doesn't touch shell settings, and the same failure hit #1995, #1996 and #1998. I ported the fix from #2000 (20 s timeout for that browser test) and pushed.


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With the 20 s default from #2000 in place, test failed once more, on a different test: one unnamed beforeAll passed its own explicit 30 s limit. About ten browser fixture files pack packages in a 30 s beforeAll. This PR only changes the city ground renderer. I merged the latest beta (which now has #1995, #1996 and #2000) and pushed, which re-runs CI. I can't re-run the jobs directly (403).


Generated by Claude Code

@Noisemaker111
Noisemaker111 merged commit 718d9a3 into beta Oct 20, 2026
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