feat(sky): pack-gated procedural night sky replacing the stretched DAT star layer; register IA-26
User-directed enhancement ('I want the night sky to look very good'):
retail's star layer is one small texture stretched over a 10-poly dome
cap, so stars smear regardless of source-image quality. With the
Atmospheric render pack active, sky.frag now renders the star layer
(GfxObj 0x010015EF, identical in all 20 Dereth day groups) as a fully
procedural sky computed from the view direction: hash-derived stars on
a cube-face grid in three density tiers plus sparse diffraction-spiked
standouts, sized in SCREEN pixels via derivatives so they stay crisp at
any resolution and FOV, over the user-approved 0.4-1.3% cool mottle
(gen_starfield2.py seed 11, approved 2026-08-23). The draw is forced
additive; the day/night fade rides the star layer's existing retail
lighting product so the schedule matches the authored keyframes. Pack
inactive = retail look byte-untouched.
EnhancedNightSkyRuleTests pins the uParamA gate, the exact star-layer
id, the forced-additive draw, and the pack-runtime wiring; sky shader
SPIR-V recompiled and re-pinned. Hermetic App suite green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -37,10 +37,11 @@ accepted-divergence entries (#96, #49, #50).
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## 1. Intentional architecture (IA) — 22 active rows (IA-25 filed 2026-08-22 for Campaign VM VM6's opt-in weather-driven foliage wind — a render-only vertex displacement keyed by the DAT-classified `WeatherKind`, not the raw day-group index, with no authored retail wind direction to read; IA-24 filed 2026-08-22 for Campaign AR's opt-in real-time sun/moon directional shadows; IA-23 filed 2026-08-17 at the night-round review fix round (F8) — the House tab's not-yet-expired purchase-restriction line renders .NET's culture-default `DateTime.ToString()` where retail renders the C runtime's `strftime("%c", localtime(...))`, a different formatting engine producing a different-shaped (but equivalent-intent) date string; IA-22 filed 2026-08-13 — the #391 user-directed modern-only curated resolution list + desktop-mode default, replacing retail's full adapter enumeration + authored 800x600 default)
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## 1. Intentional architecture (IA) — 23 active rows (IA-26 filed 2026-08-23 — the pack-gated procedural night sky replacing the stretched DAT star layer; IA-25 filed 2026-08-22 for Campaign VM VM6's opt-in weather-driven foliage wind — a render-only vertex displacement keyed by the DAT-classified `WeatherKind`, not the raw day-group index, with no authored retail wind direction to read; IA-24 filed 2026-08-22 for Campaign AR's opt-in real-time sun/moon directional shadows; IA-23 filed 2026-08-17 at the night-round review fix round (F8) — the House tab's not-yet-expired purchase-restriction line renders .NET's culture-default `DateTime.ToString()` where retail renders the C runtime's `strftime("%c", localtime(...))`, a different formatting engine producing a different-shaped (but equivalent-intent) date string; IA-22 filed 2026-08-13 — the #391 user-directed modern-only curated resolution list + desktop-mode default, replacing retail's full adapter enumeration + authored 800x600 default)
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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| IA-26 | **Filed 2026-08-23, user-directed ("I want the night sky to look very good").** When the Atmospheric render pack is the active runtime, the DAT star layer (GfxObj `0x010015EF`, identical across all 20 Dereth day groups — a small texture stretched over a 10-poly dome cap) renders instead as `sky.frag`'s fully procedural night sky: hash-derived stars on a cube-face grid in three density tiers plus sparse diffraction-spiked standouts, sized in SCREEN pixels via derivatives (crisp at any resolution/FOV — the stretched-texture flaw this exists to remove), over a 0.4–1.3% cool background mottle. The art direction is the user-approved 2026-08-23 generator recipe. The draw is forced onto the additive pipeline; the day/night fade derives from the star layer's own retail lighting product so timing matches the authored keyframes. Retail default (pack inactive) is byte-untouched. | `src/AcDream.App/Rendering/Shaders/sky.frag` (the `uParamA` branch); `src/AcDream.App/Rendering/Sky/SkyRenderer.cs` / `.Rhi.cs`; `src/AcDream.App/Composition/FrameRootComposition.cs` | Pack-gated opt-in like IA-24/IA-25; `EnhancedNightSkyRuleTests` pins the gate, the exact star-layer id, the forced-additive draw, and the pack-runtime wiring. | A future region whose star layer uses a different GfxObj id keeps its retail stars even with the pack active (the swap simply never fires); anyone comparing acdream-with-pack to retail at night will see a deliberately different (denser, crisper) starfield. | `EnhancedNightSkyRuleTests`; user gate 2026-08-23; gen_starfield2.py (scratchpad, seed 11) |
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| IA-1 | Contact-plane pre-seed on grounded movers (**#96 ACCEPTED** per ISSUES.md) — retail's `CTransition::init` clears `contact_plane_valid`; we seed from the body's previous-frame plane | `src/AcDream.Core/Physics/PhysicsEngine.cs:919` | Removing it broke last-step stair `step_up` (`892019b`, reverted); seed propagates the body's *real current* plane, behavior matched retail in the A6.P3 gates | A stale pre-seeded plane lets `AdjustOffset` project sub-step 1 onto a plane retail wouldn't have yet — wrong slope motion / step-up acceptance right after leaving a surface | `CTransition::init`, pc:272547 family |
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| IA-2 | Lateral self-heal beyond retail's keep-curr: when no candidate contains the sphere, try `FindVisibleChildCell` over the claim's stab-list before keeping the claim | `src/AcDream.Core/Physics/CellTransit.cs:912` | Reuses the recovery retail's own `AdjustPosition` performs (:280028 stab-list mode), applied at the `find_cell_list` site to heal near-miss claims without a doorway crossing | In containment-gap geometry, membership flips to a neighbouring room where retail keeps curr — wrong render root / collision cell at gap positions | `find_cell_list` keep-curr pc:308788-308825; `find_visible_child_cell` :311444 |
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| IA-3 | **NARROWED 2026-07-17 — `get_state_velocity` may prefer a nonzero dat cycle velocity (`MotionData.Velocity × speedMod`) over the decompiled constant.** Production grounded player/remote translation no longer consumes this value; both use the literal CSequence root Frame. The accessor remains observable for jump launch and headless/test fallbacks | `src/AcDream.Core/Physics/MotionInterpreter.cs` (`get_state_velocity`); grounded owners in `PlayerMovementController` / `RemotePhysicsUpdater` | Installed Humanoid Walk/Run MotionData velocity is zero, so the retail constants remain the jump/fallback result. A nonzero exotic/modded cycle may override them, preserving the earlier adapter contract without affecting ordinary grounded motion | Jump horizontal speed for an exotic MotionTable with nonzero authored velocity can differ from the retail binary's constants | `CMotionInterp::get_state_velocity` 0x00527D50; `CPhysicsObj::UpdatePositionInternal` 0x00512C30 |
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