Rain bug from `docs/research/2026-04-26-sky-investigation-handoff.md` fully resolved this session. Three commits sequentially landed the retail-faithful path:3e0da49— sky pass split + -120m weather Z offset4678b3e— Surface.Translucency + Luminosity plumbingd95a8d2— delete legacy camera-attached particle emitter Visual verification by user: rain renders as volumetric foreground, direction matches retail when LCG-picked DayGroup matches retail's, no cylinder rim visible looking up. Two follow-up issues remain open from the visual-verify session: #27 — cloud rendering parity (Translucency=0.25 partial fix landed but cloud coverage still differs from retail, possibly keyframe-tint related) #28 — aurora/northern lights — research found NO evidence in retail decomp, references, or DG composition; either misremembered or emergent from cloud system at specific keyframes Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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## #1 — Rain falls only to horizon, not to the player's feet
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**Status:** OPEN
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**Severity:** MEDIUM
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**Filed:** 2026-04-25
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**Component:** weather / particles
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**Description:** During Rainy DayGroups, rain particles are visible in the upper sky band but fade out before reaching the camera / ground level. Retail's rain falls all the way past the camera to the terrain.
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**Root cause / status:** Unknown. Likely one of: (a) particle emitter volume too short in Z, (b) particle lifetime shorter than the time it takes to traverse emitter-top → ground, (c) emitter anchored in world-space so particles escape the player's reference frame as they fall, (d) camera-relative spawn origin is offset too high above the player.
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**Files:**
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- `src/AcDream.App/Rendering/GameWindow.cs` — `UpdateWeatherParticles` (~line 4591)
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- `src/AcDream.Core/Vfx/ParticleSystem.cs` — emitter spawn config + lifetime integration
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**Research:** `docs/research/deepdives/r12-weather-daynight.md` (rain mechanism — but does not pin volume / lifetime values).
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**Acceptance:** Standing at 9,115 in Holtburg during a Rainy DayGroup, rain drops visibly fall all the way from the sky band past the camera to the ground level.
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## #2 — Lightning visual not wired (dat-baked PES triggers)
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# Recently closed
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## #1 — [DONE 2026-04-26] Rain falls only to horizon, not to the player's feet
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**Closed:** 2026-04-26
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**Commits:** `3e0da49` (sky pass split + retail -120m Z offset), `4678b3e` (Surface.Translucency + Luminosity correctness), `d95a8d2` (legacy emitter delete)
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**Resolution:** Two-part fix. First, rain rendering was completely re-architected to match retail's `LScape::draw` pattern at `0x00506330` — sky pass before the landblock loop (`RenderSky`), weather pass after (`RenderWeather`). Weather meshes now overlay terrain instead of being painted over. Camera anchored inside the rain cylinder via the retail-correct -120m Z offset (constant `0xc2f00000` in `GameSky::UpdatePosition` at `0x00506dd0`). Second, the per-Surface `Translucency` float (rain = 0.5) and `Luminosity` float (rain = 0.1484) were both being ignored by the renderer; plumbed end-to-end so streaks contribute at retail-correct intensity instead of 6.7× too bright. Legacy camera-attached particle emitter (`UpdateWeatherParticles` + `BuildRainDesc` + `BuildSnowDesc`) deleted; world-space mesh is the only path now. Snow rides the same fix automatically. Filed alongside two follow-up issues from the visual-verify session: `#27` (cloud rendering parity), `#28` (aurora/northern lights).
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## #26 — [DONE 2026-04-26] Stars rendered as a square in one corner of the sky
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**Closed:** 2026-04-26
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