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feat v1.37.0: open boundaries (virtual walls)
- room.open_to symmetric links; 'Open boundary' plan tool toggles the shared wall pair under the click (sharedBoundary collinear-overlap math + distToSegment pull, same as Split); dashed rendering with an amber hot state while the tool is active; Esc -> Draw - glow: the clip becomes the transitive open zone (openZoneOf BFS, either-direction links) + door sectors from the zone's outer walls - model rooms carry open_to; backend ROOM_SCHEMA open_to: [str] - +3 unit tests (104), smoke_openwall.mjs (8 checks); docs same-commit
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@@ -140,6 +140,12 @@ 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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- [ ] Open boundaries (v1.37.0): the Plan editor's "Open boundary" tool
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toggles a virtual wall between two rooms by clicking their shared wall
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(pull like Split; miss → toast); open stretches render dashed (amber
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highlight while the tool is active); glow light floods the whole
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connected open zone transitively, door sectors work from the zone's
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outer walls; merge/split keep links by room id [auto]
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- [ ] Sector wedge fix (v1.36.3): door sectors never darken the light INSIDE
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the room — room outline and sectors are separate clipPath children
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(union), not subpaths of one nonzero path [auto]
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