Files
benilla-octo/crates
SamandClaude Fable 5 83d86e9b2f locked doors start refusing, and indoor creatures appear already lit
- Locked doors no longer open on a bare right-click. The client now reads a
  lock the way the original does — the free "quick open" every character
  carries stops matching keyed doors, so a padlocked door greys the cursor
  and refuses unless something you have actually opens it. The same gate
  fixes the skinning knife: it only shows for characters who know Skinning.
  (Opening a door with its key lands later today.)
- A locked door's tooltip matches the original now: one red "Locked" line,
  a single white requirement line, seated in the screen corner instead of
  chasing the cursor.
- A door that spawns open sends no state field at all on the wire — the
  server omits zero-valued fields and "open" is zero — and the client read
  that silence as "unknown" and left the collider solid. Absent now reads as
  open. This is the first of two independent defects behind open gates that
  still block; the second falls in the next snapshot.
- Indoor creatures and objects fade in already lit by their room, instead of
  appearing sun-lit and snapping to interior light the instant the fade ends.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 19:53:26 +07:00
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