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feat v1.35.0: glow fill — dark house with glowing light sources
- fill_mode 'glow': uniform darkness over every room; lit lamps render radial gradient pools (rgb_color -> color temp via kelvinToRgb -> configurable default; brightness scales alpha) - pools clipped by the source's room + doorway sectors (doorSector rays to door edges; hasRoomBehind blocks entrance doors); windows and islands don't participate (no shadow casting, documented) - glow radius in HA units (m/ft) in general settings, stored in cm; palette group glow_base/glow_light; backend schema updated - +4 unit tests (98 total); smoke_glow.mjs (10 checks); docs same-commit
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@@ -140,6 +140,13 @@ 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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- [ ] Glow fill (v1.35.0): fill mode "Light sources" — every room painted with
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one uniform darkness color; lit lamps glow with a radial gradient
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(rgb_color → color temp → default color; brightness scales opacity),
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clipped by the source's room plus door sectors into NEIGHBOUR rooms
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(entrance doors leak nothing; windows don't spill); radius set in
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general settings in HA units (m/ft, stored in cm); no shadow casting —
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islands don't block light (documented limitation) [auto]
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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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