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docs(tunnel-vision): add design spec for survivor tunnel vision - #172

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docs(tunnel-vision): add design spec for survivor tunnel vision#172
TheMeinerLP wants to merge 5 commits into
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feat/tunnel-vision

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@TheMeinerLP TheMeinerLP commented Aug 11, 2026

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Vignette that narrows the survivor's view as stamina drops and the Slender
closes in. Rendered as an action bar HUD overlay because per-player post
effects only become possible with Minecraft 26.3; the renderer interface
keeps that path open.

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  • Bugfix (non-breaking change which fixes an issue)
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  • I have read the CONTRIBUTING.md
  • I have added tests that prove my fix is effective or that my feature works
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TheMeinerLP and others added 5 commits August 10, 2026 20:44
Vignette that narrows the survivor's view as stamina drops and the Slender
closes in. Rendered as an action bar HUD overlay because per-player post
effects only become possible with Minecraft 26.3; the renderer interface
keeps that path open.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The screen edges darken and pulse like a heartbeat as stamina drains and the
slender closes in. Rendered as an action bar overlay in a pack font, because
Minecraft 26.2 has no per-player post effect; TunnelVisionRenderer is the seam
a post-effect implementation slots into once 26.3 lands.

The service listens for the round lifecycle itself rather than reaching into
GameStartListener and friends, and stays off entirely when no resource pack is
configured — without the pack the font is missing and survivors would see an
empty box. /tunnelvision previews stages and intensities from the lobby to
calibrate the glyphs.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Glyphs larger than 256x256 in texture resolution are dropped silently, which
is what produced the missing-glyph box on the first try.
The action bar anchors a glyph to the bottom edge, so the vignette had to be
recalibrated for every window size and read as darkness welling up from below.
Titles render centred and at 4x scale: centring is now ascent = height/2 - 3
whatever the resolution, and the times are sent once per player so the overlay
neither fades nor pumps between updates.

Minecraft cannot animate a font texture, so the heartbeat is the server walking
through frames. Sixteen instead of eight make that read as motion, with the
pulse depth expressed as a share of the scale so it stays equally deep.
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Job Summary for Gradle

Build PR :: build
Gradle Root Project Requested Tasks Gradle Version Build Outcome Build Scan®
Cygnus build test 9.6.1 Build Scan not published

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Job Summary for Gradle

Build PR :: build
Gradle Root Project Requested Tasks Gradle Version Build Outcome Build Scan®
Cygnus build test 9.6.1 Build Scan not published

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Job Summary for Gradle

Build PR :: build
Gradle Root Project Requested Tasks Gradle Version Build Outcome Build Scan®
Cygnus build test 9.6.1 Build Scan not published

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Test results

240 files  240 suites   1m 46s ⏱️
299 tests 292 ✅  5 💤 2 ❌
900 runs  879 ✅ 15 💤 6 ❌

For more details on these failures, see this check.

Results for commit 8571acb.

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