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Bubble crossings and the Transitions layer - #7

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Techno453:feature/crossings
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Techno453 wants to merge 5 commits into
stanuwu:masterfrom
Techno453:feature/crossings

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Makes the Transitions layer draw: each bubble's visibility cells coloured by crossing state, and each installed crossing zone boxed and named by its link key. Adds Bubbles > Connect bubbles..., which saves a connection between two bubbles of an open map (an exit box in each, a profile, and keep or deactivate for existing crossings) and compiles it. Exit boxes move and scale with the handles.

How:

  • Scene readers for the visibility owner, payload, cells and map identity; VisibilityPayload.Query follows the client's point query and the compiler uses it to pick exit cells.
  • CrossingCompiler writes deltas of installed entries only: a shared link key in both bubbles' first lists of the map definition, rebound masks in both bubble resources and in the scenario states that repeat them, and one typed zone per direction in every queryable visibility layer. Removing a connection maps the entries back to their originals.
  • Retail rebuilds the cells the way retail lays out a crossing (own exit 2, middle 3, other exit 4, rest 5, walking-distance ramps). Simple keeps the installed partition and changes only the cells inside the two exits. Doors, teleports, scripted travel, entry points, retargeting, turned exits and a second zone per pair are refused by name.
  • Connections are saved under feature bubble-connections.

Decode visibility owners, payloads, cell resources and the map definition's
keys and bubbles; draw each owner's cells by state and its zones by link key
in the Transitions layer. Bubble connections are a project record (manifest
version 8) compiled from the installed originals into the map definition, both
bubble masks and every queryable cell layer, with a retail profile that
rebuilds the partition and a simple profile that edits installed cells.
Doors, teleports, scripted travel, entry points, retarget, turned exits and a
second zone per pair are refused by name. Connect bubbles is in the Bubbles
menu; exit boxes move and scale with the handles.

Crossing.Tests builds a synthetic three-bubble map, checks both profiles,
every refusal, project save and package readback, and compares the bytes with
World Studio's compiler when SUNRISE_CROSSING_ORACLE is set.
The definition, cell and zone arrays are framed by NativeArrays, the same
file in every world-authoring branch that appends typed arrays, so merging
them dedupes it. The bytes are unchanged.
Every scenario state repeats its bubble's global index and whole definition
mask. A state of a touched bubble that holds the old mask now takes the new
one, as World Studio's scenario_model.rebind_masks does; scenarios match the
map the way MapCatalog matches them, and other states stay as installed.
The fixture gains three scenarios and the parity run compares the full one
with World Studio. Container masks are still not updated; World Studio lists
that consumer as unsupported too.
Version 8 now lists the features a manifest holds by name, so this and the
other world-authoring features can merge in any order. A build refuses a
manifest naming a feature it does not know.
The driver now lives in the lab; WORLD_STUDIO_SOURCE and
SUNRISE_PARITY_DRIVERS name it and World Studio, and the parity check is
skipped when they are unset.
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