fix v1.36.3: door sectors no longer punch dark wedges inside the room

- room outline + sectors as separate clipPath children (always union)
  instead of subpaths of one nonzero path where opposite windings
  cancelled the overlap; smoke asserts one contour per path
- TESTING/CHANGELOG same-commit
This commit is contained in:
Matysh
2026-07-23 13:57:44 +03:00
parent 81ea5c0f3c
commit 8330b48cf3
10 changed files with 39 additions and 21 deletions
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@@ -1,5 +1,12 @@
# Changelog
## v1.36.3 — 2026-07-23
- Glow: fixed dark wedges appearing INSIDE a lit room near some doorways.
The room outline and the door sectors were subpaths of a single clip path;
with opposite winding directions the nonzero fill rule cancelled their
overlap. Each contour is now its own clipPath child (children always
union), so sectors only ever ADD light.
## v1.36.2 — 2026-07-23
- **Glow radius is now per source**: every device dialog gained a "Glow
radius" field (in your HA units; empty = the global default from general
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@@ -140,6 +140,9 @@ Run the *core flows* (marked ★ below) in each environment at least once per mi
(explicit ripple color still wins); off/white lights unchanged [auto]
- [ ] Alarm pulse (v1.27.0): leak/smoke/gas/CO/siren in 'on' pulse a red ring over any
display mode; clears on 'off'; unavailable never alarms [auto]; reduced-motion static
- [ ] Sector wedge fix (v1.36.3): door sectors never darken the light INSIDE
the room — room outline and sectors are separate clipPath children
(union), not subpaths of one nonzero path [auto]
- [ ] Per-source glow radius (v1.36.2): the device dialog has a "Glow radius"
field (HA units; empty = general-settings default shown as placeholder);
an override changes that source's pool and door sectors only [auto]