# acdream — known issues + small deferred features Rolling tactical list. What goes here: - **Bugs**: user-visible defects we've observed but haven't fixed yet. - **Small deferred features**: work that fits in one or two commits. Anything larger should be a named Phase in the [roadmap](plans/2026-04-11-roadmap.md). What does NOT go here: - Large multi-commit work → add a Phase to the roadmap instead. - Ideas / wishlist → `docs/plans/`. - Design questions → open a `docs/research/*.md` note. ## Conventions - Sequential integer IDs (`#1`, `#2`, …). Commits that close an issue reference the ID in the message (e.g. `fix #3: periodic TimeSync parsing`). - `Status` is `OPEN`, `IN-PROGRESS`, or `DONE`. DONE items move to the **Recently closed** section at the bottom with closed-date + commit SHA. - Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending. - Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed. ## Template Copy this block when adding a new issue: ``` ## #NN — Short title **Status:** OPEN **Severity:** HIGH | MEDIUM | LOW **Filed:** YYYY-MM-DD **Component:** e.g. sky, physics, net, ui **Description:** One paragraph — what's wrong or what's missing. **Root cause / status:** What we know so far. Empty if unknown. **Files:** Path references with approximate line numbers. **Research:** Links to `docs/research/*.md` if applicable. **Acceptance:** How we'll know it's fixed. ``` --- # Active issues ## #1 — Rain falls only to horizon, not to the player's feet **Status:** OPEN **Severity:** MEDIUM **Filed:** 2026-04-25 **Component:** weather / particles **Description:** During Rainy DayGroups, rain particles are visible in the upper sky band but fade out before reaching the camera / ground level. Retail's rain falls all the way past the camera to the terrain. **Root cause / status:** Unknown. Likely one of: (a) particle emitter volume too short in Z, (b) particle lifetime shorter than the time it takes to traverse emitter-top → ground, (c) emitter anchored in world-space so particles escape the player's reference frame as they fall, (d) camera-relative spawn origin is offset too high above the player. **Files:** - `src/AcDream.App/Rendering/GameWindow.cs` — `UpdateWeatherParticles` (~line 4591) - `src/AcDream.Core/Vfx/ParticleSystem.cs` — emitter spawn config + lifetime integration **Research:** `docs/research/deepdives/r12-weather-daynight.md` (rain mechanism — but does not pin volume / lifetime values). **Acceptance:** Standing at 9,115 in Holtburg during a Rainy DayGroup, rain drops visibly fall all the way from the sky band past the camera to the ground level. --- ## #2 — Lightning visual not wired (dat-baked PES triggers) **Status:** OPEN **Severity:** MEDIUM **Filed:** 2026-04-25 **Component:** weather / sky / vfx **Description:** Retail's Rainy DayGroup in the Dereth Region dat contains 12+ `SkyObject` entries with non-zero `PesObjectId` and narrow visibility windows (5–70 ms at keyframe-boundary moments) that drive PhysicsScript-authored flash + thunder effects. We render the sky meshes but ignore the PES path, so no lightning flashes appear during storms. The fragment-shader flash bump on `uFogParams.z` is already wired in `sky.frag` — only the CPU-side PES→runner wire is missing. **Root cause / status:** Research complete. Implementation is: in `SkyRenderer.Render`, detect visibility-window entry on any SkyObject with `obj.PesObjectId != 0`, call `PhysicsScriptRunner.Play(pesObjectId, ownerId: sky-owner, anchorPos: camera)`, and route any `SetFlash` / `Sound` hooks from the script into `uFogParams.z` + audio. **Files:** - `src/AcDream.App/Rendering/Sky/SkyRenderer.cs` — add per-SkyObject PES dispatch inside the visibility loop - `src/AcDream.Core/Vfx/PhysicsScriptRunner.cs` — already shipped (Phase 6a); exposes `Play(scriptId, entityId, anchorWorldPos)` - `src/AcDream.Core/Lighting/SceneLightingUbo.cs` — `FogParams.Z` is the flash slot; needs a sink that bumps it and decays - `src/AcDream.App/Rendering/Shaders/sky.frag` — flash bump already wired (`rgb += flash * vec3(1.5, 1.5, 1.8)`) **Research:** - `docs/research/2026-04-23-lightning-real.md` (decompile trace + dat discovery) - `docs/research/2026-04-23-physicsscript.md` (runtime semantics) - `docs/research/2026-04-23-lightning-crossfade.md` (crossfade mechanism) **Acceptance:** During a Rainy DayGroup's storm window, visible flashes appear in the sky at the dat-scripted moments, the fragment-shader flash bump briefly brightens the scene, and (later, once thunder audio is wired) a thunder clap plays with a short propagation delay. --- ## #3 — Client clock drifts from retail after ~10 minutes (periodic TimeSync missing) **Status:** OPEN **Severity:** MEDIUM **Filed:** 2026-04-25 **Component:** net / sky **Description:** Our `WorldTimeService.DayFraction` syncs with the server once at login via `ConnectRequest + TimeSync`, then advances from the local wall-clock. Retail receives periodic `TimeSync` refreshes (header flag `0x1000000`) carrying a fresh `PortalYearTicks double` and re-anchors its clock. Without those, acdream's keyframe state drifts from retail's over 10+ minutes — observed during the 2026-04-24 sky-color debug sessions where retail was at DayFraction 0.976 while acdream was at 0.634. **Root cause / status:** Mechanism is well-understood (see research). `WorldTimeService.SyncFromServer(double)` already exists — we just need to detect the periodic flag in the packet header and call it whenever a fresh tick arrives. **Files:** - `src/AcDream.Core.Net/WorldSession.cs` — header-flag parsing; currently only the initial sync is consumed - `src/AcDream.Core/World/WorldTimeService.cs` — `SyncFromServer(double ticks)` ready; needs caller wiring **Research:** `docs/research/deepdives/r12-weather-daynight.md` §TimeSync (line ~563). References retail packet-header flag `0x1000000` carrying `PortalYearTicks double`. **Acceptance:** Probe retail via `tools/RetailTimeProbe` and acdream's ACDREAM_DUMP_SKY log at the same wall-clock moment after a 20-minute session without re-login; `abs(acdream.DayFraction - retail.DayFraction) < 0.01`. --- ## #4 — Sky horizon-glow disabled (fog-mix skipped on sky meshes) **Status:** OPEN **Severity:** LOW (aesthetic feature-parity, not regression from pre-session state) **Filed:** 2026-04-25 **Component:** sky **Description:** Phase 8.1 (commit `593b76f`) disabled the fog-mix on sky meshes to fix the "entire dome swallowed by fog color" regression. Dereth's keyframe `FogEnd` values (0–2400 m) are calibrated for terrain; sky meshes are authored at radii 1050–14271 m so every sky pixel was past `FogEnd`, saturated to `uFogColor`, destroying stars / moon / dome texture. Disabling the mix restored visibility but we lost retail's horizon-glow effect (gradient from clear zenith to fog-tinted horizon band at dusk/dawn). **Root cause / status:** Three competing hypotheses, none pinned down: (a) retail uses a **different** fog range for sky than terrain; (b) retail applies fog with an **elevation-angle** weighting rather than linear distance; (c) retail's sky meshes **don't participate** in the global fog and the "horizon glow" comes from a different atmospheric-scatter path. Need to identify retail's actual sky-fog behaviour before re-enabling with correct parameters. **Files:** - `src/AcDream.App/Rendering/Shaders/sky.frag` — line ~55, `rgb = mix(uFogColor.rgb, rgb, vFogFactor)` currently commented out - `src/AcDream.App/Rendering/Shaders/sky.vert` — lines 109-114, `vFogFactor` computation **Research:** `docs/research/2026-04-23-sky-fog.md`. Partial; doesn't pin the sky-specific fog path. **Acceptance:** At dusk in Holtburg, the sky dome shows a clear zenith and a warm fog-tinted horizon band that matches retail's appearance, with stars / moon / sun / clouds all still visible at their correct brightnesses elsewhere in the frame. --- # Recently closed *(none yet — move DONE items here with closed-date + commit SHA)*