docs: #28 aurora connected gate USER-PASSED (intensity delta accepted); file #428 sky-slot pose-leak diagnostic
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -24,6 +24,38 @@ What does NOT go here:
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- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
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- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
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## #428 — Sky lightning slot fired 3 CreateParticle hooks with no live pose after a TimeSync day-group flip
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**Status:** OPEN
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**Severity:** LOW (bounded diagnostic spam; no crash, no leak)
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**Filed:** 2026-08-23 (launch11.err, first production run of the sky default-script port)
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**Component:** sky / vfx / script lifecycle
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**Symptom:** three identical stderr lines during the startup TimeSync window:
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`vfx: No live effect pose for owner 0xF8000007, part 0; emitter 0x320002C2 was not created.`
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Owner `0xF8000007` = post-scene sky slot index 7 — the Rainy lightning carrier
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(`0x02000BA6`, PES `0x33000453`, whose t=0 hooks are a `CallPES` self-loop
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(pause 30) plus `CreateParticle 0x320002C2 part=0`). The client boots on the
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pre-sync default calendar (PY10 day0, group 16 Rainy); the first TimeSync flips
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to the server date and the lightning slot vanishes, and hook executions landed
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AFTER `SkyPesFrameController` had already removed the slot's pose.
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**Analysis so far:** `PhysicsScriptRunner.StopAllForEntity` purges owners,
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anchors AND `_delayedCalls`, so this cannot loop forever (observed exactly 3,
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consistent with hooks already drained into the sink's queue, or an ordering
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window between the controller's stop and the runner's tick inside the same
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frame). Worth pinning: whether hook dispatch can outlive the owner's stop by
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one tick, and whether `part=0` hooks against a root-only synthetic pose (empty
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part list) resolve to the root as retail would. Repro: launch while the server
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clock is far from the pre-sync default during a Rainy-window fraction; watch
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stderr through the first TimeSync.
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**Files:** `src/AcDream.App/Rendering/SkyPesFrameController.cs`;
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`src/AcDream.Core/Vfx/PhysicsScriptRunner.cs` (`StopAllForEntity`, tick order);
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`src/AcDream.Core/Vfx/ParticleHookSink.cs` (`TryResolveAnchor`, part fallback).
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---
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## #427 — Hard line below the horizon from altitude: the sky dome was fogged with a 0.2 floor and the world fog range came from the streaming window, not the keyframe
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**Status:** ✅ FIXED 2026-08-23 (owner report, Candeth Keep/Holtburg heights: "a cut off where the sky ends and the world background void begins").
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@ -16142,7 +16174,13 @@ additional flash-shader work).
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## #28 — Aurora ("northern lights") effect not rendered
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**Status:** FIX LANDED 2026-08-23 — awaiting the connected visual gate
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**Status:** DONE — connected gate USER-PASSED 2026-08-23 (commit `18fce7bb`).
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The accepted residual: the aurora reads somewhat more intense in acdream than
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retail — the emitters are verbatim; the delta is the linear-light compositing
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(+ optional Atmospheric-pack bloom) brightening faint additive glows over a
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dark sky vs retail's gamma-space add. Accepted by the user ("gate pass for
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now. Might reopen it!") — if reopened, the principled fix is a gamma-faithful
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compensation on ADDITIVE particle contributions, never an aurora-only factor.
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**Severity:** LOW (aesthetic feature-parity)
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**Filed:** 2026-04-26
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**Component:** sky / vfx
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