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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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@@ -280,5 +280,12 @@
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"marker.icon_auto": "Auto: {icon} (by icon rules; pick one to override)",
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"mode.plan_tip": "Plan editor — the geometry of the home: draw and split/merge rooms, bind them to HA areas, place doors and windows, move room cards, set the scale",
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"mode.devices_tip": "Device editor — everything about icons: drag to position, click to edit binding/icon/display, add virtual devices, icon rules",
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"mode.decor_tip": "Background editor — purely visual decor under the plan: lines, rectangles, ovals and text labels that never react to clicks"
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"mode.decor_tip": "Background editor — purely visual decor under the plan: lines, rectangles, ovals and text labels that never react to clicks",
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"fill.glow": "Light sources (dark house, glowing lamps)",
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"gs.glow_group": "Light-sources fill",
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"gs.glow_base": "House darkness",
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"gs.glow_light": "Default light color / intensity",
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"gs.glow_radius": "Glow radius",
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"gs.unit_m": "m",
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"gs.unit_ft": "ft"
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}
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