acdream/tests
Erik f7c9e88b6a Merge branch 'feature/sky-fixes' — sky/weather rendering retail-faithful pass
Six commits on the branch, three retail-decomp investigations
(in-house + two external code-review agents) converging on the
same root causes:

  97fc1b5 fix(sky): translucency-as-opacity + sky fog floor + additive fog-skip
  05a8a72 fix(sky): retail-faithful sun-vector magnitude for SunColor / AmbientColor
  034a684 fix(sky): partition sky pass on Properties bit 0x01, not bit 0x04
  375065b fix(meshing): Translucent flag overrides Additive blend per retail SetSurface
  646ccca feat(sky): load Setup-backed (0x020xxx) sky objects via SetupMesh.Flatten
  0c82d2c docs(issues): #28 root-caused (PES particles), #29 filed

Net effect:

  * Sun + ambient colors now use retail's |sunVec| magnitude formula
    from PrimD3DRender::UpdateLightsInternal at decomp 424118 — fixes
    blue-white sky tint at most keyframes.
  * Surface.Translucency is used DIRECTLY as opacity (not 1-x) per
    D3DPolyRender::SetSurface at decomp 425255 — fixes 3× too-bright
    cloud + correct rain alpha.
  * Sky fog re-enabled with SKY_FOG_FLOOR=0.2 mitigation — horizon
    haze visible without flat-fogging the dome at storm keyframes.
  * Additive surfaces skip fog per SetFFFogAlphaDisabled at decomp
    425295 — sun stays bright at horizon dusk/dawn.
  * Pre/post-scene partition is bit 0x01 (post-scene placement) instead
    of bit 0x04 (weather gate), per GameSky::CreateDeletePhysicsObjects
    at decomp 269036. Fixes double-rendered foreground rain.
  * Translucent flag forces alpha-blend over Additive when ClipMap is
    set, matching retail's blend resolution at decomp 425246-425260.
    Cloud surface 0x08000023 now classified correctly.
  * Setup-backed sky objects (0x020xxxxx) now load via SetupMesh.Flatten
    instead of being silently dropped by EnsureMeshUploaded.

Tests: 1227 pass.

User-visible improvements: foreground rain matches retail's
volumetric look, sky tint shifted from blue-white toward retail's
warm-gray, additive sun stays bright through horizon haze.

Outstanding:
  * Issue #28 — PES particle rendering ("aurora light play"). Now
    root-caused with implementation outline; defer to its own Phase.
  * Issue #29 — residual cloud-density gap; likely rolls into #28.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

# Conflicts:
#	src/AcDream.App/Rendering/GameWindow.cs
2026-04-27 23:30:50 +02:00
..
AcDream.Core.Net.Tests fix(chat): BuildTell wire field order + retail-style FormatEntry + suppress duplicate Channel echo 2026-04-25 20:49:02 +02:00
AcDream.Core.Tests fix(sky): retail-faithful sun-vector magnitude for SunColor / AmbientColor 2026-04-27 22:42:53 +02:00
AcDream.Core.Tests.Fixtures.HelloPlugin feat(core): add PluginLoader with collectible ALC 2026-04-10 09:51:16 +02:00
AcDream.UI.Abstractions.Tests fix(ui): pre-merge code review — apply persisted settings without devtools, hide inert sliders 2026-04-27 06:22:35 +02:00