Captures where we stand after Phase 4b and lays out the remaining
retail-faithful port work across four phases (5-8):
- Phase 5: PhysicsScript loader + runtime + sky lifecycle. Replaces
WeatherSystem's crude "DayGroup name contains Rainy → spawn rain"
shortcut with retail's actual PES-driven particle emission.
- Phase 6: Fog on sky meshes. The sky frag currently ignores fog
uniforms; retail's D3D fog applies to sky.
- Phase 7: Lightning flash trigger + thunder audio for storm keyframes.
- Phase 8: Weather / DayGroup crossfade (DAT_008427a9 / _DAT_008427b8
lerp) + AdminEnvirons override → fog crossfade.
User observation 2026-04-23 during Phase 4b verification: "Now it is
raining when it should not be." Root cause traced to the
SetKindFromDayGroupName string match firing rain particles on a "Rainy"
DayGroup regardless of whether that DayGroup actually has a visible
rain-emitting SkyObject. Proper fix requires porting PhysicsScript.
Also commits the earlier research from agent Q1-Q6:
`docs/research/2026-04-23-sky-material-state.md`.
Four parallel decompile agents are in flight as of this commit:
- PhysicsScript dat + runtime
- Sky↔PES wiring + emitter lifecycle
- Lightning + weather crossfade
- Fog on sky + vertex distance
Phase 5 implementation starts once those land.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>