diag: ACDREAM_PROBE_LIGHT — log dungeon ambient/sun/active-light state (#133 A7)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -7625,6 +7625,24 @@ public sealed class GameWindow : IDisposable
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_sceneLightingUbo?.Upload(ubo);
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// #133 A7 (2026-06-13): objective dungeon-lighting probe. One
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// rate-limited [light] line — insideCell / ambient / sun /
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// registered-point-lights / active-slot-count / player cell — so
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// the dungeon-dim question is self-verifiable from launch.log
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// without a screenshot. RegisteredCount is point/spot lights only
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// (the sun lives in LightManager.Sun, never in the _all list);
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// ubo.CellAmbient.W is the shader active-slot count, which counts
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// the (zeroed) sun slot indoors. Inert unless ACDREAM_PROBE_LIGHT=1.
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AcDream.Core.Rendering.RenderingDiagnostics.EmitLight(
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insideCell: playerInsideCell,
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ambientR: Lighting.CurrentAmbient.AmbientColor.X,
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ambientG: Lighting.CurrentAmbient.AmbientColor.Y,
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ambientB: Lighting.CurrentAmbient.AmbientColor.Z,
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sunIntensity: Lighting.Sun?.Intensity ?? 0f,
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registeredLights: Lighting.RegisteredCount,
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activeLights: (int)ubo.CellAmbient.W,
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playerCellId: playerRoot?.CellId ?? 0u);
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// Never cull the landblock the player is currently on.
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uint? playerLb = null;
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if (_playerMode && _playerController is not null)
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