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feat v1.34.0: island rooms — nested contours with evenodd holes
- roomsOverlap: full nesting is legal (islands), edge crossings and partial overlaps still rejected; polyContainsPoly + islandsOf pure helpers (+2 unit tests, 94 total) - draw tool: per-click point-in-room rejection removed, validation at contour closing; parent rooms with islands render as evenodd paths (ring fills correctly, island stays clickable through the hole) - smoke_island_rooms.mjs; smoke_merge_split stale room-count asserts fixed (rg pushed a 5th room; cancelWhole silently false for ages) - TESTING/CHANGELOG same-commit
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@@ -140,6 +140,11 @@ Run the *core flows* (marked ★ below) in each environment at least once per mi
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(explicit ripple color still wins); off/white lights unchanged [auto]
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- [ ] Alarm pulse (v1.27.0): leak/smoke/gas/CO/siren in 'on' pulse a red ring over any
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display mode; clears on 'off'; unavailable never alarms [auto]; reduced-motion static
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- [ ] Island rooms (v1.34.0): a contour drawn fully inside an existing room
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(or around one) saves as a nested room — column in a ring, inner room;
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the parent's fill renders with an evenodd hole so the ring paints
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correctly; the island stays clickable; partial overlaps and duplicate
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outlines are still rejected at closing [auto]
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- [ ] Icon stays on edit (v1.33.4): rebinding a device (HA device/entity) or
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changing its room within the same space never moves the icon — the saved
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or auto position migrates to the new marker id; only a brand-new icon or
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