fix #28: port retail's sky default-script playback (aurora) and the particle facing law
The aurora was never missing data — it was a missing mechanism plus a misread. New decompile evidence closes the April-2026 contradiction: retail plays the sky carriers' PES through the Setup's own DefaultScript (GameSky::MakeObject @0x00506EE0 -> CPhysicsObj::makeObject @0x00513970 sets state|=0x80000; animate_static_object @0x00513DF0 ticks ScriptManager + ParticleManager). The pes_id column stays dead — that half of the April finding stands; the ids are byte-equal mirrors. - SkyPesFrameController is now the production owner (ACDREAM_ENABLE_SKY_PES deleted): script ids resolve from the Setup DefaultScript (SkyObjectData.DefaultScriptId; the pes_id column is a one-time-logged cross-check), slots persist by (index, gfx id, properties) per CreateDeletePhysicsObjects @0x005073C0 — a day-group swap keeping the carrier no longer restarts its emitters — and stale slots stop before replacements claim the slot-derived owner id. - RetailParticleFacing ports calc_draw_frame @0x0050DFA0: degrade mode 2 faces the viewer roll-free (set_vector_heading) instead of the camera plane; modes 3/4/5 spin the authored frame around one local axis (rotate_around_axis_to_vector) — Dereth authors 54 mode-5 emitters that previously got no facing at all; 1,583 mode-2 emitters get the exact law; authored/mode-1 paths are unchanged. - The 2026-08-23 'whole-sky tint' was the Rainy-group lightning/thunder PES playing at the debug anchor inside their 0.03-0.19 window, not the aurora: the aurora is nine faint viewer-facing glows pulsing on 6.7/15/55-minute rebirth cycles, in every day group, all day. Research: docs/research/2026-08-23-sky-default-script-port.md. Register: AD-112 filed (camera-anchored synthetic owners vs sky-cell physics objects). ISSUES #2 corrected (the playback ban is lifted by the new evidence); #28 fix landed pending the connected night gate. Tests: RetailParticleFacingTests (16), SkyPesFrameControllerTests (6); hermetic suites App 6,076/0, Core 4,905/0. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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src/AcDream.Core/Vfx/RetailParticleFacing.cs
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src/AcDream.Core/Vfx/RetailParticleFacing.cs
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using System.Numerics;
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namespace AcDream.Core.Vfx;
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/// <summary>
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/// Retail's particle draw-frame facing law, ported verbatim from
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/// <c>CPhysicsPart::calc_draw_frame @0x0050DFA0</c>:
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///
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/// <code>
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/// draw = pos
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/// switch (deg_mode):
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/// 2: Frame::set_vector_heading(draw, viewer_heading) // face viewer, roll-free
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/// 3/4/5: Frame::rotate_around_axis_to_vector(draw, X/Y/Z) // one free axis
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/// else: authored orientation (mode 1, mode 0, out of range)
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/// </code>
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///
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/// <c>viewer_heading</c> is the normalized part→viewer direction
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/// (<c>CPhysicsPart::UpdateViewerDistance @0x0050E030</c>). The mode is the
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/// FIRST degrade entry's <c>DegradeMode</c>
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/// (<c>GfxObjDegradeInfo::get_degrade @0x0051E4B0</c>). Retail's
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/// <c>Always2D</c> (mode != 1) affects only cell membership, not drawing —
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/// the draw path is always the authored mesh with this facing applied.
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/// Research: <c>docs/research/2026-08-23-sky-default-script-port.md</c>.
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/// </summary>
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public static class RetailParticleFacing
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{
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/// <summary>True when the mode orients the part toward the viewer at all
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/// (retail's <c>deg_mode != 1 && (deg_mode - 2) <= 3</c>).</summary>
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public static bool Faces(uint degradeMode)
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=> degradeMode >= 2u && degradeMode <= 5u;
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/// <summary>
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/// Orients a particle quad per the retail law. Inputs are the particle's
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/// authored orientation plus the local in-plane axes the renderer chose
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/// for the sprite (unit vectors in sprite-local space); output is the
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/// world-space direction pair for the quad's X/Y spans.
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/// </summary>
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/// <param name="degradeMode">First degrade entry's mode.</param>
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/// <param name="orientation">The particle's authored world orientation.</param>
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/// <param name="localAxisX">Sprite-local in-plane X (unit).</param>
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/// <param name="localAxisY">Sprite-local in-plane Y (unit).</param>
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/// <param name="toViewerUnit">Normalized particle→viewer direction.</param>
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/// <param name="fallbackRight">Basis used when the facing construction is
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/// degenerate (viewer straight along world up) — the camera right.</param>
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/// <param name="fallbackUp">Camera up, same degenerate fallback.</param>
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public static (Vector3 XDir, Vector3 YDir) OrientQuad(
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uint degradeMode,
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Quaternion orientation,
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Vector3 localAxisX,
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Vector3 localAxisY,
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Vector3 toViewerUnit,
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Vector3 fallbackRight,
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Vector3 fallbackUp)
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{
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if (degradeMode == 2u)
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return FaceViewerRollFree(toViewerUnit, fallbackRight, fallbackUp);
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Vector3 worldX = Vector3.Transform(localAxisX, orientation);
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Vector3 worldY = Vector3.Transform(localAxisY, orientation);
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if (degradeMode < 3u || degradeMode > 5u)
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return (worldX, worldY);
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// Modes 3/4/5 spin the authored frame around its own local X/Y/Z so
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// the sprite's face normal points at the viewer as far as the
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// constraint allows (Frame::rotate_around_axis_to_vector).
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Vector3 localAxis = degradeMode switch
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{
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3u => Vector3.UnitX,
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4u => Vector3.UnitY,
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_ => Vector3.UnitZ,
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};
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Vector3 axis = Vector3.Transform(localAxis, orientation);
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Vector3 normal = Vector3.Cross(worldX, worldY);
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if (normal.LengthSquared() < 1e-10f)
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return (worldX, worldY);
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normal = Vector3.Normalize(normal);
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Vector3 targetInPlane = toViewerUnit - axis * Vector3.Dot(toViewerUnit, axis);
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Vector3 normalInPlane = normal - axis * Vector3.Dot(normal, axis);
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if (targetInPlane.LengthSquared() < 1e-8f
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|| normalInPlane.LengthSquared() < 1e-8f)
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{
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return (worldX, worldY);
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}
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targetInPlane = Vector3.Normalize(targetInPlane);
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normalInPlane = Vector3.Normalize(normalInPlane);
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float cos = Math.Clamp(Vector3.Dot(normalInPlane, targetInPlane), -1f, 1f);
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float sin = Vector3.Dot(Vector3.Cross(normalInPlane, targetInPlane), axis);
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float angle = MathF.Atan2(sin, cos);
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var spin = Quaternion.CreateFromAxisAngle(axis, angle);
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return (Vector3.Transform(worldX, spin), Vector3.Transform(worldY, spin));
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}
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/// <summary>
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/// Mode 2 — <c>Frame::set_vector_heading</c>: the quad's face normal
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/// points at the viewer with zero roll against world up (+Z). The quad's
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/// X span stays horizontal; its Y span becomes the in-plane up.
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/// </summary>
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private static (Vector3 XDir, Vector3 YDir) FaceViewerRollFree(
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Vector3 toViewerUnit,
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Vector3 fallbackRight,
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Vector3 fallbackUp)
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{
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Vector3 right = Vector3.Cross(toViewerUnit, Vector3.UnitZ);
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if (right.LengthSquared() < 1e-8f)
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{
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// Viewer straight above/below the part: heading is undefined —
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// hold the camera plane, which retail's next frame resolves the
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// same way once the direction tilts.
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return (fallbackRight, fallbackUp);
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}
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right = Vector3.Normalize(right);
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Vector3 up = Vector3.Cross(right, toViewerUnit);
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return (right, up);
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}
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}
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