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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Erik 2026-08-23 17:20:22 +02:00
parent 18fce7bb5a
commit 6d8f165d38

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