acdream/docs/plans
Erik 39e8408c7d feat(render): weather-driven foliage wind for procedural scenery, shadows follow (Campaign VM VM6b)
Procedural-scenery foliage (trees/bushes — entity ids in the
ProceduralSceneryIdAllocator's 0x8XXYYIII namespace) sways with weather in
mesh_atmospheric.vert and all four directional_shadow_world_* caster vertex
shaders, both calling the identical new foliage_wind.glsl include so the
shadow moves with the leaf by construction.

Classification (FoliageWindClassification, AcDream.App.Rendering.Wb): two
new BatchData.flags bits, computed once per (entity, subset) from four
inputs — entity id (bit 31 for procedural scenery), the pack's declared
FoliageExclusions membership, the subset's TranslucencyKind, and
ObjectRenderData.HasCutoutSubset (computed once per mesh at build time, not
per frame). Bit 1 marks an alpha-cutout leaf subset; bit 2 marks an opaque
trunk subset (only when its own mesh also owns a cutout subset, so rocks
stay still). WbDrawDispatcher.ClassifyBatches (world receiver) and
AddDirectionalShadowBatches (caster) call this with the same four inputs, so
casters and receivers classify identically without needing to share state.
Retail's mesh_modern/terrain_modern/mesh_detail pipelines never read these
bits, so pack-off output is unaffected.

Motion model (foliage_wind.glsl, mirrored bit-for-bit in the new
FoliageWindModel for hermetic CPU tests): height-squared-scaled slow lean
for every foliage subset, plus branch swing and per-vertex-hash-decorrelated
flutter for cutout subsets only. AtmosphericPostProcessGraph.ResolveFoliageWind
resolves the wind block once per frame.Serial — advanced by whichever of
RenderDirectionalShadows (which runs first) or RenderPostProcess is called
first that frame, with the second reading the already-advanced state, which
is what keeps the caster and receiver reading byte-identical clock/strength
values. The per-day-group mean/gust target (AtmospherePolicyDeclaration.
FoliageWindByDayGroup, keyed by the same day-group index convention
ActiveDayGroupMultipliers already established: Clear/Cloudy/Overcast/Rainy)
eases toward its target over WeatherSystem.TransitionSeconds (10s) so a
weather change never snaps; wind-enabled off or indoor instead gates the
OUTPUT to an exact zero (not an asymptotic approach) so a settings toggle or
cell transition is immediate. The wind clock is a Stopwatch started at graph
construction (monotonic, session-relative magnitude for GPU sin() accuracy),
overridable by the same ACDREAM_SKY_PHASE_SECONDS pin SkyRenderer already
uses, for deterministic offline gates.

New settings: wind-enabled, wind-strength, wind-direction-degrees (225°
default — no authored retail wind direction exists to read),
wind-lean-metres, wind-branch-metres, wind-flutter-metres (0 on Low),
wind-canopy-height-metres.

Register row IA-25 files this as an intentional, strictly opt-in divergence:
retail applies no per-vertex wind displacement to any geometry. Known,
accepted limitation: classification is per mesh-subset (one BatchData.flags
word per indirect-draw batch), not per entity instance, so the rare case of
one mesh subset being reachable from both a procedural-scenery and a
non-scenery placement would classify all of that subset's instances alike.

Tests: FoliageWindClassificationTests (the full classification matrix),
FoliageWindModelTests (identity on non-foliage/calm-wind/base-vertex,
canopy-top displacement bound, z-never-increases, trunk has no flutter
term), RenderPackAtmospherePolicyEvaluationTests (exact day-group lookup,
no interpolation across day-group ids, easing convergence without overshoot
or discontinuity), AtmosphericShaderAbiTests (each of the five shaders calls
acdreamFoliageDisplace exactly once; mesh_modern/terrain/mesh_detail call it
never), and four AtmosphericPostProcessGraphTests additions (indoor/disabled
exact-zero gating, settings-to-UBO wiring, same-frame-Serial idempotency —
the last proxies the caster/receiver agreement invariant without needing
this hermetic harness's WbDrawDispatcher/TerrainModernRenderer dependency
chain to exercise RenderDirectionalShadows directly).

App hermetic filter: 6015/6017 (the same 2 pre-existing failures as VM6a,
confirmed unrelated). Core.Tests hermetic: 4697/4697. RenderPackValidator.Tests:
30/30. Full solution Debug and Release builds green. Shader recompile
touched exactly the 5 edited files' .spv (plus manifest); the retail oracle
set and every other pack shader are byte-identical.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-23 00:56:34 +02:00
..
2026-04-10-phase-1-terrain-and-plugin-scaffold.md docs: phase 1 implementation plan 2026-04-10 09:17:49 +02:00
2026-04-10-phase-2-static-meshes-design.md docs(phase-2): refine design after DatReaderWriter spike 2026-04-10 17:18:43 +02:00
2026-04-10-phase-2-static-meshes-plan.md docs: phase 2 implementation plan (tasks 1-10 full, 11-18 sketch) 2026-04-10 17:27:53 +02:00
2026-04-10-phase-2b-design.md docs: phase 2b design — atlas textures, neighbors, dual cameras, plugin api 2026-04-10 20:00:23 +02:00
2026-04-10-phase-2b-plan.md docs: phase 2b implementation plan (9 tasks) 2026-04-10 20:13:03 +02:00
2026-04-10-phase-3c-terrain-blending-plan.md docs(plan): Phase 3c terrain blending plan 2026-04-10 23:43:04 +02:00
2026-04-10-phase-4-networking-design.md docs(plan): Phase 4 networking design 2026-04-10 22:31:26 +02:00
2026-04-10-plugin-architecture-design.md docs: plugin architecture design 2026-04-10 09:11:52 +02:00
2026-04-11-roadmap.md docs(plans): Campaign VM — VisualMaster plan + the Campaign AR review it closes 2026-08-22 18:17:08 +02:00
2026-04-13-rendering-rebuild.md fix(movement): jump works locally (airborne velocity preserved) 2026-04-14 00:12:11 +02:00
2026-04-23-sky-weather-lightning-port.md docs(sky): port plan for PhysicsScript/fog/lightning/crossfade 2026-04-24 10:53:46 +02:00
2026-04-24-ui-framework.md docs(ui): align architecture with retained runtime 2026-07-10 16:57:44 +02:00
2026-04-27-phase-c1-pes-particles.md feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
2026-04-29-movement-collision-conformance.md docs(phys L.2g): slice 1 shipped handoff + B.4 gap discovery + plan-of-record 2026-05-12 23:17:05 +02:00
2026-04-30-sky-pes-port.md docs(plans): #36 sky-PES dispatch port plan + .gitignore for retail-debugger scratch 2026-04-30 23:00:46 +02:00
2026-05-08-phase-n5-perf-baseline.md phase(N.5): retirement amendment — InstancedMeshRenderer + StaticMeshRenderer + WbFoundationFlag deleted 2026-05-08 22:01:36 +02:00
2026-05-09-phase-n5b-perf-baseline.md docs(N.5b T10): roadmap + ISSUES + CLAUDE.md + perf baseline updates 2026-05-09 13:03:14 +02:00
2026-05-10-perf-tiers-2-3-roadmap.md docs(perf): roadmap for Tier 2 + Tier 3 entity-dispatcher optimizations 2026-05-10 09:38:38 +02:00
2026-05-11-phase-n6-perf-baseline.md docs(perf #N6.1): apply final-review fixes — spec, baseline doc, issue #55 2026-05-11 12:51:10 +02:00
2026-05-12-milestones.md docs: hand off placement campaign finish 2026-08-03 12:54:47 +02:00
2026-05-12-phase-c1.5b-handoff.md docs(vfx #C.1.5b): handoff for next slice (issue #56 + EnvCell statics) 2026-05-11 18:22:01 +02:00
2026-06-11-building-render-port-plan.md test: separate diagnostic apparatus from release gates 2026-08-18 11:06:08 +02:00
2026-07-02-retail-motion-animation-rewrite.md fix(motion): restore retail object manager order 2026-07-19 21:40:14 +02:00
2026-07-20-automated-world-lifecycle-gate.md docs(runtime): close deterministic world lifecycle gate 2026-07-21 00:00:31 +02:00
2026-07-21-gamewindow-slice-1-selection-interaction.md docs(architecture): close selection extraction slice 2026-07-21 09:04:31 +02:00
2026-07-21-gamewindow-slice-2-live-animation-presentation.md docs(architecture): close live animation slice 2026-07-21 10:03:20 +02:00
2026-07-21-gamewindow-slice-3-live-session.md docs(architecture): close live-session ownership slice 2026-07-21 12:44:48 +02:00
2026-07-21-gamewindow-slice-4-live-entity-integration.md docs(plan): complete GameWindow slice 4 2026-07-21 19:29:04 +02:00
2026-07-21-gamewindow-slice-5-landblock-presentation.md docs(architecture): close GameWindow slice 5 2026-07-21 23:45:45 +02:00
2026-07-21-gamewindow-slice-6-update-frame-orchestration.md docs(architecture): close GameWindow slice 6 2026-07-22 03:54:11 +02:00
2026-07-22-gamewindow-slice-7-render-frame-orchestration.md docs(architecture): close GameWindow render slice 2026-07-22 08:40:52 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-g-runtime-settings.md refactor(settings): own two-phase runtime settings 2026-07-22 13:30:22 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-h-resource-ownership.md refactor(lifetime): own render resource prefixes 2026-07-22 14:42:14 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-i-ordered-composition.md refactor(app): close ordered startup composition 2026-07-22 19:20:20 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-i6-ui-live-presentation.md refactor(app): compose live presentation startup 2026-07-22 17:55:15 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-i7-session-player.md refactor(app): compose session and player startup 2026-07-22 18:28:32 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-i8-frame-roots-session-start.md refactor(app): make session start terminal 2026-07-22 19:06:00 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-j-lifetime-shutdown.md refactor(app): extract focused window lifetime 2026-07-22 19:43:52 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-k-canonical-soak.md docs(architecture): record GameWindow automated closeout 2026-07-22 20:52:25 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-l-closeout.md docs(architecture): record GameWindow automated closeout 2026-07-22 20:52:25 +02:00
2026-07-22-gamewindow-slice-8-composition-lifecycle.md docs(architecture): record GameWindow automated closeout 2026-07-22 20:52:25 +02:00
2026-07-23-world-interaction-completion.md docs: world-interaction program CLOSEOUT — all six slices complete, vendors user-accepted end to end 2026-08-08 17:56:42 +02:00
2026-07-24-modern-runtime-architecture.md docs: reconcile project state and refresh README 2026-07-27 12:53:31 +02:00
2026-07-24-modern-runtime-slice-b-envcell-dedup.md docs(perf): close Slice B with full-bake evidence 2026-07-24 14:10:50 +02:00
2026-07-24-modern-runtime-slice-c-prepared-assets.md perf(content): close prepared asset cutover 2026-07-24 15:49:24 +02:00
2026-07-24-modern-runtime-slice-d-unified-residency.md docs(render): close unified residency slice 2026-07-24 17:06:17 +02:00
2026-07-24-modern-runtime-slice-e-cost-budgeted-streaming.md fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
2026-07-24-modern-runtime-slices-f-g-render-scene.md docs(rendering): close retained-scene G5 2026-07-25 13:55:38 +02:00
2026-07-25-modern-runtime-slice-h.md fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
2026-07-25-modern-runtime-slice-i.md fix(physics): traverse prepared indoor portal topology 2026-07-27 00:02:44 +02:00
2026-07-25-modern-runtime-slice-j.md docs(runtime): close Slice J and activate Slice K 2026-07-27 01:01:41 +02:00
2026-07-25-modern-runtime-slice-j2.md docs(runtime): close J2 session lifetime gate 2026-07-25 19:46:47 +02:00
2026-07-25-modern-runtime-slice-j3-object-table.md docs(runtime): close J3.4 and plan J3.5 2026-07-26 06:09:28 +02:00
2026-07-25-modern-runtime-slice-j3-projection-store.md docs(runtime): close J3.3 and hand off J3.4 2026-07-25 22:29:34 +02:00
2026-07-25-modern-runtime-slice-j3.md docs(runtime): close canonical entity object lifetime 2026-07-26 07:35:42 +02:00
2026-07-26-modern-runtime-slice-j3-delta-stream.md docs(runtime): close J3.5 and plan J3.6 2026-07-26 06:54:47 +02:00
2026-07-26-modern-runtime-slice-j3-hardening.md docs(runtime): close canonical entity object lifetime 2026-07-26 07:35:42 +02:00
2026-07-26-modern-runtime-slice-j4.md docs(runtime): close gameplay-state ownership 2026-07-26 10:17:39 +02:00
2026-07-26-modern-runtime-slice-j5.md docs(runtime): close simulation ownership 2026-07-26 16:29:28 +02:00
2026-07-26-modern-runtime-slice-j6.md docs(runtime): close exact world host ownership 2026-07-26 18:41:24 +02:00
2026-07-26-modern-runtime-slice-j7.md docs(runtime): close the accepted J7 visual gate 2026-07-27 00:12:26 +02:00
2026-07-26-modern-runtime-slice-j8.md docs(runtime): close Slice J and activate Slice K 2026-07-27 01:01:41 +02:00
2026-07-26-modern-runtime-slice-k.md docs(headless): close modern runtime slice K 2026-07-27 11:31:19 +02:00
2026-07-26-modern-runtime-slice-l.md docs(linux): park Slice L at L1 checkpoint 2026-07-27 12:35:47 +02:00
2026-07-27-vulkan-campaign.md docs(render): Campaign V is closed - the deferred reruns pass on the GL-free tree 2026-07-29 07:49:29 +02:00
2026-07-29-network-transport-campaign.md docs: Campaign N CLOSED - user-accepted; #260 closed; #262 filed 2026-07-29 17:48:45 +02:00
2026-07-29-physics-parity-campaign.md test(physics): harden TS-4 production chronology 2026-07-31 14:08:51 +02:00
2026-07-29-post-vulkan-work-intake.md docs: VTank requirements research - the plugin-automation milestone model 2026-07-29 16:29:49 +02:00
2026-07-30-physics-parity-visual-matrix.md docs(physics): close Campaign P visual matrix 2026-07-31 10:20:48 +02:00
2026-08-02-placement-cutover.md docs: close the placement cutover ledger — #280 user-passed, remaining gates NOT RUN 2026-08-06 11:05:49 +02:00
2026-08-03-recent-regression-cleanup.md docs: close the recent-regression cleanup plan 2026-08-03 14:34:07 +02:00
2026-08-06-collision-fidelity-campaign.md test(physics): S6 — the camera provably reaches both PerfectClip TOI tails; contained, not dormant 2026-08-07 09:21:40 +02:00
2026-08-07-morning-gate-checklist.md docs: morning gate G1 user-passed — AD-65 downhill slope feel accepted 2026-08-07 06:50:58 +02:00
2026-08-08-audio-parity-campaign.md feat(audio): Ctrl+M instant mute + inn-chatter investigation closed as server content 2026-08-09 14:09:24 +02:00
2026-08-09-chat-parity-campaign.md fix(ui): restore retail vitals and window interactions 2026-08-20 13:26:35 +02:00
2026-08-10-options-panel-campaign.md docs: park Campaign OP — gate-4 fixes committed, user re-check owed at resume 2026-08-11 23:11:43 +02:00
2026-08-11-fellowship-allegiance-campaign.md docs: FA7 closeout — Campaign FA CODE-COMPLETE 2026-08-12 10:30:19 +02:00
2026-08-14-launcher-campaign.md Merge campaign-cc2: CC2 CharacterCreate wire, review-closed 2026-08-15 13:39:08 +02:00
2026-08-15-character-creation-campaign.md docs: Campaign CC connected gate PASSED — campaign CLOSED user-accepted 2026-08-16 2026-08-16 19:13:36 +02:00
2026-08-18-release-stabilization.md docs: record stabilization merge handoff 2026-08-18 17:49:09 +02:00
2026-08-19-launcher-usability-campaign.md docs: close Campaign LU with its ledger and the four gate traps 2026-08-20 08:13:29 +02:00
2026-08-21-atmospheric-rendering.md feat(render): weather-driven foliage wind for procedural scenery, shadows follow (Campaign VM VM6b) 2026-08-23 00:56:34 +02:00
2026-08-21-chat-text-tag-campaign.md feat(chat): CT-B4 — @log, and the research block that was a wrong question 2026-08-21 11:28:20 +02:00
2026-08-21-contract-tracker-campaign.md docs(quest): Campaigns QT and QJ closed user-accepted 2026-08-21 18:31:25 +02:00
2026-08-21-journal-campaign.md docs(quest): Campaigns QT and QJ closed user-accepted 2026-08-21 18:31:25 +02:00
2026-08-22-visualmaster-campaign.md feat(render): weather-driven foliage wind for procedural scenery, shadows follow (Campaign VM VM6b) 2026-08-23 00:56:34 +02:00
animation-system-audit.md docs(anim): Phase L.1a animation system audit 2026-04-28 10:38:58 +02:00