docs: mark Phase G.1+G.2 full visual stack as shipped

Update the roadmap's 'shipped' table with the G.1+ entry covering the
end-to-end visual integration (sky renderer, weather system, particle
renderer, UBO-backed shader lighting, server time sync) — not just the
data-plumbing layer that went out yesterday.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-19 10:54:33 +02:00
parent 756def5ceb
commit 2ed790e007

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@ -43,6 +43,7 @@
| F.2 | Item model + Appraise — ItemRepository with move/equip/property events, AppraiseRequest (0x00C8), IdentifyObjectResponse header, WieldObject + InventoryPutObjInContainer | Tests ✓ | | F.2 | Item model + Appraise — ItemRepository with move/equip/property events, AppraiseRequest (0x00C8), IdentifyObjectResponse header, WieldObject + InventoryPutObjInContainer | Tests ✓ |
| G.1 | Sky + day/night — DerethDateTime (retail-exact 7620-tick calendar + 16-hour names + PY year), SkyStateProvider (4-keyframe default with angular-wrap lerp), WorldTimeService (server-synced clock with real-time advance) | Tests ✓ | | G.1 | Sky + day/night — DerethDateTime (retail-exact 7620-tick calendar + 16-hour names + PY year), SkyStateProvider (4-keyframe default with angular-wrap lerp), WorldTimeService (server-synced clock with real-time advance) | Tests ✓ |
| G.2 | Dynamic lighting (selection) — LightSource + LightManager with retail 8-light cap, range-squared with 1.1× slack, slot 0 reserved for Sun, OwnerId-keyed unregister | Tests ✓ | | G.2 | Dynamic lighting (selection) — LightSource + LightManager with retail 8-light cap, range-squared with 1.1× slack, slot 0 reserved for Sun, OwnerId-keyed unregister | Tests ✓ |
| G.1+ | Full sky visuals + weather + dynamic-light shader — SkyDescLoader parses Region 0x13000000 dat keyframes with retail fog fields (start/end/mode); WeatherSystem picks Clear/Overcast/Rain/Snow/Storm deterministically per in-game day with 10s fade; SkyRenderer draws far-plane-1e6 celestial meshes with UV scroll; SceneLightingUbo binds at std140 location=1 with 8 Light slots + fog + lightning flash; terrain.vert + mesh.frag + mesh_instanced.frag + sky.frag all consume the shared UBO; LightingHookSink auto-registers Setup.Lights per entity + flips IsLit on SetLightHook; ParticleRenderer renders rain/snow billboards; F7 cycles day time override, F10 cycles weather; WorldSession surfaces server time via ServerTimeUpdated (ConnectRequest + TimeSync flag) | Tests ✓ |
| H.1 | Chat wire layer — Talk (0x0015) / Tell (0x005D) / ChatChannel (0x0147) outbound, HearSpeech (0x02BB local + 0x02BC ranged) inbound, ChatLog ring buffer with adapters for every chat source | Tests ✓ | | H.1 | Chat wire layer — Talk (0x0015) / Tell (0x005D) / ChatChannel (0x0147) outbound, HearSpeech (0x02BB local + 0x02BC ranged) inbound, ChatLog ring buffer with adapters for every chat source | Tests ✓ |
| Glue | GameEventWiring.WireAll — single-call registration mapping parsed GameEvents → Core state classes (ChatLog, CombatState, Spellbook, ItemRepository); GameWindow exposes state classes + wires them to live session | Tests ✓ | | Glue | GameEventWiring.WireAll — single-call registration mapping parsed GameEvents → Core state classes (ChatLog, CombatState, Spellbook, ItemRepository); GameWindow exposes state classes + wires them to live session | Tests ✓ |
@ -171,8 +172,8 @@ Research: R1 + R2 + R6 + R8 + UI slices 04/05.
Research: R9 + R12 + R13. Research: R9 + R12 + R13.
- **G.1 — Sky + weather + day-night.** Deterministic client-side from Portal Year time. Sky dome geometry + keyframe gradients + rain/snow particles. See `r12-weather-daynight.md`. - **✓ SHIPPED — G.1 — Sky + weather + day-night.** Deterministic client-side from Portal Year time. Sky dome geometry + keyframe gradients + rain/snow particles. See `r12-weather-daynight.md`. Full data + visual stack shipped: Region dat loader, keyframe interp, WeatherSystem with 5-kind PDF + transitions + storm flashes, WorldSession→WorldTimeService sync via ConnectRequest+TimeSync, SkyRenderer with sky-object arcs + UV scroll, rain/snow billboard renderer, F7/F10 debug cycle keys.
- **G.2 — Dynamic lighting.** 8-light D3D-style fixed pipeline. Hard-cutoff at Range, no attenuation inside. Cell ambient. Shader UBO per frame. See `r13-dynamic-lighting.md`. - **✓ SHIPPED — G.2 — Dynamic lighting.** 8-light D3D-style fixed pipeline. Hard-cutoff at Range, no attenuation inside. Cell ambient. Shader UBO per frame. See `r13-dynamic-lighting.md`. SceneLightingUbo std140 at binding=1 feeds terrain + mesh + mesh_instanced + sky shaders. LightingHookSink auto-registers Setup.Lights at entity stream-in, flips IsLit on SetLightHook, unregisters on landblock unload.
- **G.3 — Dungeon streaming + portal space.** `EnvCellStreamer`, portal-visibility BFS, `PlayerTeleport (0xF751)` handling with `LoginComplete` re-send, "pink bubble" loading state. See `r09-dungeon-portal-space.md`. - **G.3 — Dungeon streaming + portal space.** `EnvCellStreamer`, portal-visibility BFS, `PlayerTeleport (0xF751)` handling with `LoginComplete` re-send, "pink bubble" loading state. See `r09-dungeon-portal-space.md`.
**Acceptance:** walk outside at dusk, see the sky gradient + sun moving; enter a torch-lit dungeon via portal; leave back to daylight. **Acceptance:** walk outside at dusk, see the sky gradient + sun moving; enter a torch-lit dungeon via portal; leave back to daylight.
@ -241,7 +242,7 @@ Not detailed here; each gets its own brainstorm when it becomes relevant.
| Portals render as a rotating black disk | **Phase E.3** (particle system) | | Portals render as a rotating black disk | **Phase E.3** (particle system) |
| Chimneys have no smoke | **Phase E.3** | | Chimneys have no smoke | **Phase E.3** |
| Houses have no fireplace fire | **Phase E.3** | | Houses have no fireplace fire | **Phase E.3** |
| No fireplace / torch lighting | **Phase G.2** (dynamic lighting) | | No fireplace / torch lighting | **Phase G.2** (shipped; Setup.Lights auto-register, 8-light cap with hard-cutoff) |
| Skin/hair color slightly off | **Phase C.3** | | Skin/hair color slightly off | **Phase C.3** |
| No chat window | **Phase H.1** | | No chat window | **Phase H.1** |
| No sound | **Phase E.2** | | No sound | **Phase E.2** |
@ -250,7 +251,7 @@ Not detailed here; each gets its own brainstorm when it becomes relevant.
| Can't cast spells | **Phase F.4** | | Can't cast spells | **Phase F.4** |
| No inventory panel | **Phase F.2 + F.5** | | No inventory panel | **Phase F.2 + F.5** |
| No character creation — must use ACE admin | **Phase H.4** | | No character creation — must use ACE admin | **Phase H.4** |
| Sky is a flat color | **Phase G.1** (weather + day-night) | | Sky is a flat color | **Phase G.1** (shipped; F7 cycles time, F10 cycles weather) |
| Can't join allegiance | **Phase H.2** | | Can't join allegiance | **Phase H.2** |
| No quest tracker | **Phase H.3** | | No quest tracker | **Phase H.3** |