acdream/src/AcDream.App/Rendering
Erik 62e9c6b9ac sky(phase-3a): per-Dereth-day weather roll + ACDREAM_DAY_GROUP override
Diagnosed the "retail shows early night, acdream shows early day" time
mismatch: server time sync was working correctly (ticks=291079558 →
dayFraction=0.8546 → EvensongAndHalf, hour 14 of 16). The mismatch was
the hardcoded DayGroup index.

Dereth's SkyDesc carries 20 DayGroups (Sunny / Clear / Cloudy / Storm /
etc), each weighted at ChanceOfOccur=5.0. Retail rolls one per server
day by `ChanceOfOccur` as a PDF (r12 §11). We were always rendering
DayGroup 0 = "Sunny" regardless of day, so at EvensongAndHalf we showed
SkyTime[7]@0.84 — sun still 20° above the western horizon, warm golden
— i.e. pre-sunset rather than the dimmer pre-night appearance retail
shows after rolling a cloudier group.

Fix (Phase 3a):
- LoadedSkyDesc.SelectDayGroupIndex(dayIndex) — deterministic roller:
  SplitMix64 hash of dayIndex → normalize to [0, sumChances) → walk the
  cumulative distribution. Same dayIndex on every client = same weather
  on every client, zero network sync needed.
- LoadedSkyDesc.ActiveDayGroup(ticks) / BuildProviderForDay(ticks) —
  convenience wrappers that compute dayIndex from raw server ticks.
- ACDREAM_DAY_GROUP=<N> env var override. Set to 10 "Clear", 12 "Cloudy",
  etc. for A/B visual verification against retail.
- SyncFromServer gains a [sky-dump] log: `ticks=X dayFraction=Y
  calendar=PY{year} {month} {day} {hour}` so the time-sync state is
  auditable from a single grep.
- GameWindow: tracks _loadedSkyDayIndex + _activeDayGroup. Calls
  RefreshSkyForCurrentDay on every server sync — swaps WorldTime's
  provider + caches the group only when the day index crosses a
  boundary (idempotent within a single day). SkyRenderer.Render now
  consumes _activeDayGroup instead of the legacy DefaultDayGroup.

Observed (this session, local ACE):
  server sent ticks=291079558 → PY106 ColdMeet 10 EvensongAndHalf
  SplitMix64(day 38197) will deterministically pick one of 20 groups.

Build + 717 tests green. Ready for user visual verification with
retail side-by-side.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-24 08:27:37 +02:00
..
Shaders sky(phase-2): retail-verbatim per-vertex lighting via Surface.Luminosity 2026-04-23 18:19:22 +02:00
Sky sky(phase-2): retail-verbatim per-vertex lighting via Surface.Luminosity 2026-04-23 18:19:22 +02:00
BitmapFont.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
CameraController.cs feat(app): Phase B.2 — CameraController chase mode 2026-04-12 14:29:47 +02:00
CellVisibility.cs feat(render): portal-based EnvCell visibility (Step 4) 2026-04-13 22:20:52 +02:00
ChaseCamera.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
DebugLineRenderer.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
DebugOverlay.cs feat(net+ui): Phase G.1 — server time sync + debug controls 2026-04-19 10:51:03 +02:00
FlyCamera.cs feat(app): slow default fly speed and add Shift-boost 2026-04-11 19:19:12 +02:00
FrustumCuller.cs feat(app): Phase A.2 — FrustumCuller + FrustumPlanes (Gribb-Hartmann) 2026-04-12 08:49:17 +02:00
GameWindow.cs sky(phase-3a): per-Dereth-day weather roll + ACDREAM_DAY_GROUP override 2026-04-24 08:27:37 +02:00
ICamera.cs feat(app): extract ICamera interface from OrbitCamera 2026-04-10 20:24:29 +02:00
InstancedMeshRenderer.cs feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration 2026-04-19 10:39:48 +02:00
OrbitCamera.cs feat(app): extract ICamera interface from OrbitCamera 2026-04-10 20:24:29 +02:00
ParticleRenderer.cs feat(render): Phase G.1 — billboard particle renderer for weather + spells 2026-04-19 10:42:05 +02:00
SceneLightingUboBinding.cs feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration 2026-04-19 10:39:48 +02:00
Shader.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
StaticMeshRenderer.cs fix(app): multi-point Z sampling + never-cull player landblock 2026-04-12 21:29:54 +02:00
TerrainAtlas.cs feat(core+app): per-cell terrain texture blending (Phase 3c.4) 2026-04-11 14:02:15 +02:00
TerrainChunkRenderer.cs feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration 2026-04-19 10:39:48 +02:00
TerrainRenderer.cs perf(terrain): single shared VAO/VBO/EBO for all landblocks 2026-04-13 21:30:43 +02:00
TextRenderer.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
TextureCache.cs feat(net+app): SubPalette overlays applied to palette-indexed textures (Phase 5b) 2026-04-11 16:30:08 +02:00