Captures where we stand after Phase 4b and lays out the remaining retail-faithful port work across four phases (5-8): - Phase 5: PhysicsScript loader + runtime + sky lifecycle. Replaces WeatherSystem's crude "DayGroup name contains Rainy → spawn rain" shortcut with retail's actual PES-driven particle emission. - Phase 6: Fog on sky meshes. The sky frag currently ignores fog uniforms; retail's D3D fog applies to sky. - Phase 7: Lightning flash trigger + thunder audio for storm keyframes. - Phase 8: Weather / DayGroup crossfade (DAT_008427a9 / _DAT_008427b8 lerp) + AdminEnvirons override → fog crossfade. User observation 2026-04-23 during Phase 4b verification: "Now it is raining when it should not be." Root cause traced to the SetKindFromDayGroupName string match firing rain particles on a "Rainy" DayGroup regardless of whether that DayGroup actually has a visible rain-emitting SkyObject. Proper fix requires porting PhysicsScript. Also commits the earlier research from agent Q1-Q6: `docs/research/2026-04-23-sky-material-state.md`. Four parallel decompile agents are in flight as of this commit: - PhysicsScript dat + runtime - Sky↔PES wiring + emitter lifecycle - Lightning + weather crossfade - Fog on sky + vertex distance Phase 5 implementation starts once those land. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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| bugs.md | ||