MONKEY (reviewfix): document Classic skybox fidelity
Co-Authored-By: GPT-5.6 Sol (Codex)
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GPT-5.6 Sol (Codex)
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@@ -38,6 +38,11 @@ behind each constant.
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| Zone skyboxes | the painted sky a zone's `LightParams` names (clear-weather slot, storm slot lerped by the storm blend) for the living, fading in by the Light sphere falloff with the modern client's crossfade (ghost > WMO > zone); extended `LightSkybox.dbc` flags `0x1` day cycle, `0x2` keep sun/moon/stars/clouds, `0x4` fog-colour horizon cone, plus a celestial second model; every skybox now plays its bones, texture transforms, colour and alpha tracks (`benilla-world/src/skybox.rs`, `skybox_anim.rs`, `benilla-formats/src/light/skybox.rs`) | Advanced Graphics → Zone Skyboxes, cvar `zoneSkyboxes` (0 Off default, 1 On; High = 1), env `WOW_ZONE_SKYBOXES=0\|1` |
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| Night and interior level | global dimming of the night sky term and of interior ambient | `nightGain`, `interiorGain`, `interiorBakeFloor` |
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`zoneSkyboxes = 0` disables only the added living-player zone slot. WMO and ghost skyboxes are
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the reference 1.12 slots, so their fidelity fixes remain active in Classic: authored colour and
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alpha tracks affect the layer, non-white M2 colours reach the mesh, deterministic captures pose at
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their pinned time, and the batch-order base reserves the lower celestial band and final fog cone.
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Players reach all of it from **Options -> Advanced Graphics** (a Graphics Preset over everything, a Render Distance slider, a Lighting Quality preset Off / Low / Medium / High / Ultra plus the individual rows; Classic / Off is the original client look). The dev build has a panel for all of it: **Ctrl+Shift+D → Lighting & shadows**, with Dim / Default /
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Bright presets.
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@@ -24,6 +24,13 @@
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//! the game day, `0x2` keeps the celestial pass, `0x4` draws a fog-colour cone over the horizon;
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//! a celestial model draws as a layer under its main model. Every batch animates
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//! ([`crate::skybox_anim`]): bones, texture transforms, colour and alpha tracks.
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//!
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//! MONKEY (reviewfix): those M2-fidelity repairs deliberately also apply when `zoneSkyboxes` is
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//! off. The reference WMO and ghost slots animate their authored colour/alpha and texture tracks,
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//! use non-white M2 colours, and draw batches in authored order; deterministic captures pose those
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//! same tracks at their pinned time rather than substituting the bind pose. The main-order offset
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//! only leaves room for a celestial under-layer and the final fog cone. The cvar gates the added
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//! zone slot, not fixes to the two 1.12 slots.
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use std::collections::{HashMap, HashSet};
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use std::sync::Arc;
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@@ -48,7 +55,8 @@ use benilla_formats::{SKYBOX_FOG_BLEND, SKYBOX_FULL_DAY, SKYBOX_KEEP_CELESTIAL};
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const SHOW_SKYBOX: u32 = 0x40000;
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/// MONKEY (skybox): batch-order base of a main model's batches; a celestial layer takes `1..`, so
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/// it draws first, under the main model, and the fog cone takes [`FOG_CONE_ORDER`], last.
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/// it draws first, under the main model, and the fog cone takes [`FOG_CONE_ORDER`], last. MONKEY
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/// (reviewfix): this ordering also protects the reference WMO/ghost slots when zone skyboxes are off.
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const MAIN_ORDER_BASE: u16 = 24;
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/// MONKEY (skybox): the fog cone's batch order, the band's last distinct step.
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const FOG_CONE_ORDER: u16 = 56;
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