Introduces `docs/ISSUES.md` as the tactical rolling list of known bugs +
small deferred features. Scope is strict: anything fitting in one-to-two
commits lives here; anything larger gets promoted to a Phase in the
roadmap. Complement, not replacement, of the strategic roadmap.
Schema per issue:
- Sequential integer ID (#1, #2, ...)
- Status (OPEN / IN-PROGRESS / DONE)
- Severity (HIGH / MEDIUM / LOW)
- Filed date, component, description, root cause, files, research,
acceptance
- DONE items move to "Recently closed" at the bottom with commit SHA
Four seeded issues from the 2026-04-24 sky-debug session:
#1 — Rain falls only to horizon, not to player (weather/particles)
#2 — Lightning visual not wired (dat-baked PES triggers; research done)
#3 — Client clock drifts from retail after ~10 min (periodic TimeSync)
#4 — Sky horizon-glow disabled (fog-mix skipped on sky meshes)
CLAUDE.md adds an "Issue tracking" section right after roadmap
discipline with the four maintenance rules: (1) scan OPEN at session
start, (2) add/close at session end, (3) reference IDs in commit
messages, (4) promote to a Phase if an issue grows. Calls out the
strategic-vs-tactical split so future sessions know when to reach for
the roadmap vs the issues file.
README.md gets one line pointing at `docs/ISSUES.md` below the existing
roadmap link for first-class discoverability.
No code changes; doc-only.
Iteration on the sky rendering pipeline to restore stars/moon visibility
at night and fix washed-out grey daytime clouds. Key fixes:
* sky.frag: disable fog-mix on sky meshes. Retail's keyframe FogEnd
(0..400m at midnight, up to 2400m during day) is calibrated for
terrain; sky meshes are authored at radii 1050-14271m which sits
past FogEnd universally, causing every sky pixel to saturate to
fogColor (dark navy). Stars, moon, dome texture all got
obliterated. The horizon-glow trade-off is noted in the shader
comment; research item to find retail's sky-specific fog range
later.
* SkyRenderer + sky.frag: promote rep.Luminosity into uEmissive so the
vertex lighting saturates properly for bright keyframes. Retail's
FUN_0059da60 non-luminous path writes rep.Luminosity into
material.Emissive via the cache +0x3c slot; we were instead using
it as a post-fragment multiply which could only dim, never brighten.
Net effect: daytime clouds now render saturated white, dome dims
correctly at night (rep.Luminosity=0.11 → Emissive=0.11), stars
and moon unchanged.
* terrain.vert: MIN_FACTOR 0.08 -> 0.0 per retail FUN_00532440 decompile
(DAT_00796344 ambient-floor = 0.0). Back-lit terrain now falls to
pure ambient rather than getting an 8% sun floor.
New research / tooling (no runtime impact):
* docs/research/2026-04-24-lambert-brightness-split.md — retail's
ambient-brightness formula pinned from PE .rdata read + live
RetailTimeProbe capture: effAmbBright = AmbBright + |sunDir| * 0.2
where scale constant 0x0079a1e8 = 0.2f exactly.
* docs/research/2026-04-23-lightning-real.md — research note on the
dat-baked PhysicsScript-driven lightning path (Rainy DayGroup has
explicit PES-triggered flash SkyObjects with 5ms time windows).
* Corrections stapled to sky-decompile-hunt-{B,C}.md: DAT_00842778 is
DirColor, DAT_0084277c is AmbColor (the hunt docs had the swap
backwards).
* tools/RetailTimeProbe/Program.cs: extended with pid=NNNN selector,
sky global probe (DirColor/AmbColor/AmbBright/sunDir/cache.amb),
and the 0x0079a1e8 scale-factor readout.
* tools/SkyObjectInspect/: throwaway dat-inspector built by the Opus
deep-dive agent. Identified GfxObj 0x010015EF as the stars layer
(A8R8G8B8 128x128 texture, 4% bright-pixel ratio).
* src/AcDream.App/Rendering/TextureCache.cs: per-texture alpha
histogram dump under ACDREAM_DUMP_SKY=1 for diagnosing "are the
clouds decoded with proper alpha" type questions.
README: rewrite to reflect current state (playable pre-alpha rendering
Dereth with animated characters, day-night cycle, weather, etc.)
instead of the stale "Phase 0 dat inventory only" description.
All 742 tests green.
Brand-new solution targeting .NET 10, using Chorizite.DatReaderWriter 2.1.4
to walk a retail AC dat directory and print how many of each asset type live
in client_portal / client_cell_1 / client_highres / client_local_English.
Opens the four dats in ~16 ms and counts 887,381 indexed assets across 40+
tracked DBObj types. Cell-database terrain (LandBlock, LandBlockInfo, EnvCell)
uses mask-based IDs that DatReaderWriter 2.1.4's GetAllIdsOfType<T> does not
support; worked around with a manual b-tree walk in CountCellByLow16.
Sanity check: LandBlock count is 65,025 = 255 x 255, exactly the AC world grid.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>