Small polish commit:
- Clamp ClearColor inputs to [0, 1] because retail keyframes store
sun/fog colors pre-multiplied by their brightness scalars, which can
exceed 1.0; some drivers treat ClearColor > 1 as a saturate-bright
hint and produce visible color shifts at the edges.
- 4 new tests cover WorldTimeService.SetDebugTime / ClearDebugTime /
SyncFromServer-clears-override / SetProvider hot-swap.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Expand the SkyKeyframe record with retail-exact fog fields (FogStart,
FogEnd, FogMode) per r12 §5. The existing FogDensity field is retained
for backwards compat with tests that pin it; new shipping code reads
FogStart / FogEnd / FogMode directly.
Add WeatherSystem (WeatherKind + EnvironOverride enum + 10s transition
ease + deterministic per-day-index roll) matching r12 §6.1. Roll weights
are ~60% Clear / 20% Overcast / 12% Rain / 5% Snow / 3% Storm — tuned
against retail observations. Storm mode triggers lightning flashes
every 8–30 s via an exponential-decay (200ms τ) flash level that the
shader consumes as an additive scene bump.
Add SkyDescLoader that parses the Region dat (0x13000000) into
LoadedSkyDesc — DayGroupData with SkyObjectData (visibility window +
arc sweep), per-keyframe SkyObjectReplaceData, and a shader-ready
SkyStateProvider builder. Sun/ambient colors are pre-multiplied by
DirBright/AmbBright so the shader never needs to know about retail's
scalar brightness field.
19 new tests (weather determinism, transition ease, environ override
tint, flash decay, dat-load conversion with fog + pre-mult colors).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Client-side deterministic sky + weather + day/night system per R12.
Retail's model is 95% client-side: the server just delivers its
current PortalYearTicks (double, seconds since boot-seed) at login and
in TimeSync packets; the client computes everything else locally from
the constants in r12 §1.2 + ACE DerethDateTime.cs.
Core layer (AcDream.Core/World):
- DerethDateTime: retail-exact calendar (16 hours/day, 30 days/month,
12 months/year, 7620 ticks/day, 2,743,200 ticks/year). HourName enum
covers all 16 named half-hour slots (Darktide → GloamingAndHalf);
MonthName covers the 12 Derethian months (Snowreap → Frostfell).
DayFraction, CurrentHour, IsDaytime, ToCalendar.
- SkyKeyframe + SkyStateProvider: 4-keyframe default day/dawn/noon/dusk
with linear color + angular-wrap heading interpolation + slerp-like
shortest-arc lerp so heading wraps 350° → 10° don't tween backwards
through 180°. Default keyframe colors tuned to retail screenshots
(sunrise warm, noon white, sunset red, midnight deep blue).
- WorldTimeService: owns the live clock. SyncFromServer(ticks) sets
baseline; NowTicks advances by real-time elapsed. Exposes DayFraction,
CurrentSky, CurrentSunDirection, IsDaytime for the render thread.
This is the foundation Phase G.2 (dynamic lighting) consumes: lighting
uniforms are fed from CurrentSky's SunColor / AmbientColor / sun
direction, varying smoothly across the day.
Tests (16 new):
- DerethDateTime: midnight, half-day, wrap, Dawnsong, Midsong,
day/night flag at dawn vs Darktide-Half, year rollover, month
advance.
- SkyState: 4-default keyframes, noon-exact matches frame data,
midpoint lerps between neighbours, wrap across midnight doesn't
produce NaN, sun direction returns unit vector, WorldTimeService
sync + DayFraction at noon.
Build green, 587 tests pass (up from 570).
Ref: r12 §1 (Portal Year math), §2 (sky objects), §4 (color lerp).
Ref: ACE DerethDateTime.cs + NetworkSession TimeSync handler.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
StepUpHeight: when Tab enters player mode, read Setup.StepUpHeight from the
player entity's dat and apply it to the controller (fallback 2f for non-Setup
entities or when the dat value is zero). Previously hardcoded to 5.0 which
made step-up too permissive.
Road exclusion: SceneryGenerator now skips terrain vertices where bits 0-1 of
the raw terrain word are non-zero. These bits encode the road type (GetRoad()
in ACViewer's Landblock.cs). Trees, rocks and bushes will no longer be placed
on road surfaces.
Added SceneryGenerator.IsRoadVertex(ushort) public helper + 9 unit tests
(theory + fact) verifying the road-bit convention matches TerrainInfo.Road.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>