Ports retail's ParticleEmitterInfo / Particle::Init / Particle::Update
(0x005170d0..0x0051d400) and PhysicsScript runtime to a C# data-layer
plus a Silk.NET billboard renderer. Sky-PES path is debug-only behind
ACDREAM_ENABLE_SKY_PES because named-retail decomp confirms GameSky
copies SkyObject.pes_id but never reads it (CreateDeletePhysicsObjects
0x005073c0, MakeObject 0x00506ee0, UseTime 0x005075b0).
Post-review fixes folded into this commit:
H1: AttachLocal (is_parent_local=1) follows live parent each frame.
ParticleSystem.UpdateEmitterAnchor + ParticleHookSink.UpdateEntityAnchor
let the owning subsystem refresh AnchorPos every tick — matches
ParticleEmitter::UpdateParticles 0x0051d2d4 which re-reads the live
parent frame when is_parent_local != 0. Drops the renderer-side
cameraOffset hack that only worked when the parent was the camera.
H3: Strip the long stale comment in GfxObjMesh.cs that contradicted the
retail-faithful (1 - translucency) opacity formula. The code was
right; the comment was a leftover from an earlier hypothesis and
would have invited a wrong "fix".
M1: SkyRenderer tracks textures whose wrap mode it set to ClampToEdge
and restores them to Repeat at end-of-pass, so non-sky renderers
that share the GL handle can't silently inherit clamped wrap state.
M2: Post-scene Z-offset (-120m) only fires when the SkyObject is
weather-flagged AND bit 0x08 is clear, matching retail
GameSky::UpdatePosition 0x00506dd0. The old code applied it to
every post-scene object — a no-op today (every Dereth post-scene
entry happens to be weather-flagged) but a future post-scene-only
sun rim would have been pushed below the camera.
M4: ParticleSystem.EmitterDied event lets ParticleHookSink prune dead
handles from the per-entity tracking dictionaries, fixing a slow
leak where naturally-expired emitters' handles stayed in the
ConcurrentBag forever during long sessions.
M5: SkyPesEntityId moves the post-scene flag bit to 0x08000000 so it
can't ever overlap the object-index range. Synthetic IDs stay in
the reserved 0xFxxxxxxx space.
New tests (ParticleSystemTests + ParticleHookSinkTests):
- UpdateEmitterAnchor_AttachLocal_ParticlePositionFollowsLiveAnchor
- UpdateEmitterAnchor_AttachLocalCleared_ParticleFrozenAtSpawnOrigin
- EmitterDied_FiresOncePerHandle_AfterAllParticlesExpire
- Birthrate_PerSec_EmitsOnePerTickWhenIntervalElapsed (retail-faithful
single-emit-per-frame behavior)
- UpdateEntityAnchor_WithAttachLocal_MovesParticleToLiveAnchor
- EmitterDied_PrunesPerEntityHandleTracking
dotnet build green, dotnet test green: 695 / 393 / 243 = 1331 passed
(up from 1325).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Retail's SkyDesc::GetLighting at 0x00500ac9 (decomp lines 261317-261331)
lerps each color channel and the brightness scalar SEPARATELY, then
multiplies post-lerp:
arg4.r = lerp(k1.amb_color.r, k2.amb_color.r, u)
arg4.g = lerp(k1.amb_color.g, k2.amb_color.g, u)
arg4.b = lerp(k1.amb_color.b, k2.amb_color.b, u)
arg3 = lerp(k1.amb_bright, k2.amb_bright, u)
final = (arg4.rgb * arg3, ...)
acdream pre-multiplied (color × bright) at LOAD time
(`SkyDescLoader.cs:558-559`) and then lerped the product. For any
keyframe pair where both color and brightness change, the two are
mathematically distinct. Example, k1=(white, b=0.5) k2=(black, b=1.0)
at u=0.5:
- retail: color=gray(0.5), bright=0.75 → final = (0.375, 0.375, 0.375)
- acdream: lerp((0.5,0.5,0.5), (0,0,0), 0.5) = (0.25, 0.25, 0.25)
For Rainy/Cloudy DayGroups transitioning between dim and bright
keyframes, this contributes to subtle brightness divergence vs retail.
Refactor:
SkyKeyframe stores DirColor / DirBright / AmbColor / AmbBright
SEPARATELY (raw, not pre-multiplied).
Computed properties SunColor and AmbientColor return the
post-multiplied product, keeping the shader uniform interface
(uSunColor / uAmbientColor) unchanged.
SkyStateProvider.Interpolate lerps each raw channel, then constructs
a new SkyKeyframe whose computed properties yield the correct
post-lerp multiply.
SkyDescLoader now stores raw values without pre-multiplying.
GameWindow comment updated; no functional change there.
Default factory + tests updated to use the new constructor parameters
with DirBright=AmbBright=1.0 (preserving exact existing behavior).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User observed: 'time is flipped — supposed to be day/evening, but shows
night/morning.' That's a ~half-day offset.
Root cause in ACE DerethDateTime.cs line 23:
private const double dayZeroTicks = 0; // Morningthaw 1, 10 P.Y. - Morntide-and-Half
ACE anchors tick 0 to Morntide-and-Half (slot 7 on the 0-indexed 16-slot
scale) — NOT Darktide (slot 0 = midnight) as our DayFraction function
assumed. Confirmed by DerethDateTime.cs:145:
private int hour = (int)Hours.Morntide_and_Half;
Fix: shift DayFraction by +7/16 * DayTicks (3333.75) so tick 0 maps to
its real calendar slot. Exposed as DayFractionOriginOffsetTicks constant
for documentation + downstream referencing.
Effect on sun: previously, server tick ~0 (just-booted ACE) produced
dayFraction 0 → midnight sky → night colors at noon real-time.
Now dayFraction 7/16 = 0.4375 → late morning sky → noon-ish colors
within 1/16 of a day, which matches what a user actually sees when
launching during daytime.
Tests updated for the corrected convention:
- DerethDateTime.DayFraction(0) = 7/16 (not 0).
- CurrentHour(0) = MorntideAndHalf (not Darktide).
- IsDaytime(0) = true.
- Midnight (Darktide, slot 0) is 9/16 of a day past tick 0.
- SkyState + WorldTimeDebug tests retargeted to the new frame.
Build green, 711 tests pass.
Ref: references/ACE/Source/ACE.Common/DerethDateTime.cs:23-25 + :145.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>