Commit Graph
536 Commits
Author SHA1 Message Date
pkuzicandClaude Opus 5.5 b2b5ef7539 MONKEY (reviewfix-a): cloud-review fixes — cvars, capture fixture, wind pin, post perf
- farclip High seed 777 declared in SEEDED_DEVIATIONS (owner: High is the
  default); test walks the seeded column against every reference row (#6)
- WOW_CAPTURE_CVARS=<file> replaces BENILLA_HOME as the capture cvar fixture (#13)
- label derivation skips session-owned rows, so an env lever no longer
  persists graphicsQuality/lightingQuality = Custom (#14)
- /console help strings: restored line continuations + a test (#15)
- WOW_FOLIAGE_WIND read only in a dev build under WOW_CAPTURE (#16)
- fog node skipped at volumetricFog 0 with no lamp; fog and SSAO uniforms
  persistent per view, written in prepare (#17)
- tests: every governed graphics row through its observer; OptionsFrame
  farclip slider tied to view::FARCLIP_RANGE

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 00:42:27 +01:00
pkuzicandClaude Opus 5.5 40238ad3e8 MONKEY (reviewfix-a): SSAO normal cannot go NaN on isolated pixels against the sky
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 23:27:18 +01:00
pkuzicandClaude Opus 5.5 c5711fce22 MONKEY (reviewfix-a): WarcraftXL credits — standard header on grading, sky_fx row, layer.rs module credit
The grading port carries the same attribution header as the other WarcraftXL
ports (used with the author's permission, attribution required).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 23:27:02 +01:00
pkuzicandClaude Opus 5.5 0d8a92ff49 MONKEY (reviewfix-a): merge graphics-programme-polish
Conflicts: sun_shafts prepare keeps the integration warm loop on the polish
format-only blur key (mask pipelines are queued at init); sky_fx keeps the
clock ordered before LightingConsumeSet plus the polish clock buffer.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 23:25:28 +01:00
pkuzicandClaude Opus 5.5 8a5af68554 MONKEY (followups): reduce SSAO grain on alpha-tested foliage
STAGE_AO flags a two-sided depth spike (the smaller one-sided step two pixels out, capped by the
second difference: ~0 on planes, grazing planes, silhouettes and contact creases) and stores the
smoothness in alpha. STAGE_BLUR turns the spike density of its 4x4 window into a foliage mask,
widens the depth tolerance there (up to 11x) and scales the occlusion by 1 - 0.4 * mask. Smooth
windows are unchanged. WOW_AO_DEBUG=5 shows the mask. LIGHTING.md documents this and the two
earlier followups fixes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 22:02:01 +01:00
pkuzicandClaude Opus 5.5 40ebaec012 MONKEY (followups): re-apply the saved presets to rows missing from config
On load, Cvars::reapply_saved_presets writes the saved graphicsQuality rung (and the saved
lightingQuality rung, else the Graphics rung's) over every governed row the file does not carry,
so a row registered after the save follows the preset instead of its registered default. Rows the
file carries and session-owned rows stay; Custom writes nothing. Tests for both ladders.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 21:53:25 +01:00
pkuzicandClaude Opus 5.5 8fde660924 MONKEY (followups): refresh the streamed shadow cache without volumetric fog
The static world caster rebuilds only on 16 yd of camera drift. The refresh that invalidates it
when streamed geometry arrives lived in the volumetric-fog plugin and was gated on that cvar, so
with volumetricFog 0 a standing camera never picked up trees and doodads that streamed in late.
The refresh now lives in world_shadow.rs and is gated on worldShadows only (Classic unaffected).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 21:53:25 +01:00
pkuzicandClaude Opus 5.5 9296229336 MONKEY (integration): order tick_shelter before the lighting resolve set
It reads MonkeyFrame.wetness while update_fog_model writes MonkeyFrame; the
undeclared pair put the ambiguity count one over the 5,582 ceiling.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 20:31:25 +01:00
Claude a9385b7f86 MONKEY (polish): the High cloud detail loops over the sky clock's day wrap
The detail drift was `(0.011, 0.0043) * t`, so the field jumped to a new
pattern when the sky clock wrapped at 86400 s. `value_noise_plane` now takes
a lattice period and hashes cell indices modulo it; the detail plane tiles
every CLOUD_TILE = 64 cells (octave o every 64 << o, the half-rate domain
warp every 32), and the drift is whole tiles per wrap, CLOUD_DRIFT_TILES =
(15, 6), i.e. 0.01111 and 0.00444 cells/s (+1% and +3% over WarcraftXL's
rates). The shader takes the drift as `fract(tiles * t / SKY_WRAP) * tile`,
so the field at the wrap equals the field at 0, and the drift term stays
below 64 instead of growing to ~950 in f32. One tile spans 1.78 of the
sheet's UV, wider than the dome shows, so no spatial repeat is visible.

A test reads `sky_fx.wgsl` and pins SKY_WRAP to SKY_CLOCK_WRAP_S, an even
tile, whole tiles of drift and the rates within 5% of the originals.

Verified: cargo test -p benilla-world --lib (644 passed, 8 ignored);
cloud.wgsl (SKY_FX_CLOUDS) and sky.wgsl (SKY_FX) compose and validate under
naga_oil 0.20 / naga 27 offline. No GPU or WoW data here; built on Linux only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y6yUWgPosSakvL23gtgvpH
2026-09-25 19:03:50 +00:00
Claude 1f094e7880 MONKEY (polish): the sky clock leaves the sky and cloud materials
At skyQuality >= 1 the dome and cloud materials were rewritten every frame
only because `fx.y` carried the sky clock, so each frame re-prepared both
material bind groups. The clock now lives in `SkyClockBuffer`, a 16-byte
STORAGE | COPY_DST buffer created beside the shared light buffer
(AssetSet::Open) and bound read-only by both materials (sky binding 101,
cloud binding 103), the same shape as the materials' shared `light_buf`.
The render world writes `SkyClock::secs` into it in PrepareResources each
frame. `fx.y` is now reserved (0), so `write_gated` only touches a material
when a real input moves. The clock is still our own f64 accumulator with
the seamless 86400 s wrap (Bevy's globals.time wraps hourly); capture mode
still freezes it. A headless build with no RenderDevice gets no buffer and
spawns no sky or cloud dome.

Verified: cargo check -p benilla; cargo test -p benilla-world --lib (643
passed, 8 ignored); sky.wgsl (Classic and SKY_FX) and cloud.wgsl (plain and
SKY_FX_CLOUDS + VERTEX_COLORS) compose and validate under naga_oil 0.20 /
naga 27 offline against stubbed bevy_pbr imports and the real fog_hook,
monkey_frame and sky_fx modules. No GPU or WoW data here; built on Linux only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y6yUWgPosSakvL23gtgvpH
2026-09-25 19:02:03 +00:00
pkuzicandClaude Opus 5.5 b55e60e202 MONKEY (integration): merge graphics-programme-rainshelter
Camera-centred rain-occlusion height map for the wet lane (clean merge).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 19:53:18 +01:00
pkuzicandClaude Opus 5.5 66a6de2264 MONKEY (integration): merge graphics-programme-presets
Graphics Preset ladder + Render Distance (farclip ceiling 1497). Conflict in
options_tests: the Advanced page now has 33 rows (preset + render distance lead,
then the 31 programme rows). The three round-3 rows join the ladder:
ambientOcclusion 0/0/1/2/2, zoneSkyboxes 0/0/1/1/1, lampFog 0/0/1/2/2
(Classic/Low/Medium/High/Ultra); the preset tooltip names them (EN+RU).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 19:52:52 +01:00
pkuzicandClaude Opus 5.5 8e2ad79f3a MONKEY (integration): LIGHTING.md row for daylightWindowSplit
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 19:46:18 +01:00
Claude f633864976 MONKEY (polish): crossfade colour grading across zone borders
The grade snapped to the new zone's LUT pair on the frame `CurrentArea`
changed. `GradeBlend` now holds the current and previous pairs and fades
between them over GRADE_FADE_S = 2 s: the view binds a second day/night
pair (bindings 6, 7; identity when there is none) and `control.z` is the
current pair's weight, `control.w` the previous pair's strength. The shader
runs the previous pair through the same day/night blend at its own
strength and mixes, only while z < 1. A zone with no row fades to identity
(strength 0) instead of cutting; stepping back across the border mid-fade
reverses the fade from the image on screen. The first graded zone after
login, and a disabled grade, snap. Missing LUTs still bind the identity cube.

Verified: cargo test -p benilla-app --lib post:: (4 passed, including the
new zone_change_crossfades_and_a_quick_return_reverses); grading.wgsl
composes and validates under naga_oil 0.20 / naga 27 offline. No GPU or
WoW data here; built on Linux only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y6yUWgPosSakvL23gtgvpH
2026-09-25 18:38:38 +00:00
pkuzicandClaude Opus 5.5 bfae617c14 MONKEY (integration): RU torch-terrain tooltip newline; RenderSubmesh.stage1 in the billboard-card test
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 19:28:49 +01:00
Claude e4262a4acf MONKEY (rainshelter): document the rain-occlusion map and buffer region
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01R8t89gSUuo1uvbXKdh1mJt
2026-09-25 18:10:12 +00:00
Claude 544bcc94db MONKEY (rainshelter): receivers read the shelter map
wet_hook gains shelter_taps/shelter_cell/shelter_amount (bilinear over
four cells; sheltered when a covered top is >= ~1 yd above the fragment,
the roof's own surface stays open). terrain, wow_model and static_gx
mirror the region after monkey and scale wet exposure by 1 - shelter
(wet_puddles takes exposure, so no puddles under cover); enhanced_water
suppresses rain rings under bridges/roofs via its row view. The lookup
runs only while wetness > 0 and the header is active, so a dry frame is
unchanged.

Verified: the wet_hook + receiver/water lookup snippets composed and
validated with naga_oil 0.20 / naga 27 (scratch harness; unpack2x16float
avoided - it needs a float16 capability). Full receiver shaders were not
compiled here (no GPU, no game data).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01R8t89gSUuo1uvbXKdh1mJt
2026-09-25 18:10:12 +00:00
Claude 83375f2bae MONKEY (rainshelter): camera-centred rain-occlusion height map
128x128 cells of 0.75 yd around the camera, recentred in 16-cell steps.
Filled by vertical rays against the collision world (the precip ground
oracle's SpatialQuery + body filter): top surface, then down each hit
until an air gap >= 1.2 yd marks the column covered. Cover is eroded two
cells (drip margin) and 3x3 blurred (soft edge), packed with the top
height into one u32 per cell. 192 casts/frame while filling (nearest
first), 32/frame refresh once full; idle and header off when dry or
rainSurfaces=0.

The grid rides the shared light buffer as a new region right after the
MonkeyFrame block; the prop-probe region (and everything chained from it)
moves up by 65568 B. Uploads only the header and changed rows.

Verified: cargo test -p benilla-world --lib (652 pass, 9 new shelter
tests: column probe, transform, recentre, budget, porch shelter/drip,
packing, region alignment); cargo check -p benilla. Linux only; no
platform seams.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01R8t89gSUuo1uvbXKdh1mJt
2026-09-25 18:10:12 +00:00
pkuzicandClaude Opus 5.5 f76b0de836 MONKEY (integration): fix the programme's test failures (warm names, shader embed, dev door, CRLF/path-separator test bugs, float compare, tooltip newlines) and declare the missing system orders
- ssao.wgsl registered in shaders::plugin and loaded by its embedded path
- wind/wetness/fog-model MonkeyFrame writers ordered; viewer publish before its readers;
  sky clock + sky tier before LightingConsumeSet; zone skybox chain joins the consume set;
  grass benders read GlobalTransform
- ambiguity ceiling re-measured with the reason (MatAnimTable allocator + exclusive-system pairs)
- verb_event_gate: Windows separators; AddSkillUp/RemoveSkillUp GAP rows
- ui_session portrait test: CRLF checkout
- spell envelope fuse assertion: f32 tolerance
- daylightWindowSplit tooltip: escaped \n (raw line breaks broke the Lua chunk)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 19:09:34 +01:00
Claude 905fd9516e MONKEY (presets): Graphics Preset ladder and Render Distance row
Advanced Graphics gains a Graphics Preset row (cvar graphicsQuality:
Classic / Low / Medium / High / Ultra / Custom) and a Render Distance slider
on farclip (177..1497, same cvar as Graphics' Terrain Distance). The ladder is
GRAPHICS_PRESETS in cvars.rs, one line per governed row with a column per
rung; lightingQuality is itself a row, so the lighting ladder's members follow
it. The lighting ladder gains an Ultra rung (4096 sun map, 16/8 torch maps,
High water, High volumetric fog). The label is re-derived every frame beside
lightingQuality, so editing a governed row shows Custom.

A player whose config.toml names no graphicsQuality is seeded to High at
startup over the rows the file does not carry; captures, tests and malformed
files never seed, and the rows keep their per-lane registered defaults. The
page's Defaults lands on High too. ambientOcclusion, zoneSkyboxes and lampFog
are commented one-line TODO rows until their cvars land.

Verified: cargo test -p benilla-app --lib -- options cvars preset (136
passed, incl. 7 new preset tests); full benilla-app lib: 3722 passed, 5
pre-existing failures unrelated to this change (spell envelope float, schedule
ambiguity ceiling, pipe_warm fog/shaft/shadow lanes, dev-plane cfg). The
options UI tests need WoW data and were skipped; no captures (no install in
the cloud). Built on Linux only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Toc8dZYuTKW1JWBFbMb5S1
2026-09-25 18:00:24 +00:00
Claude 98b0909d7f MONKEY (presets): farclip ceiling 777 -> 1497 for Modern fog's longer view
FARCLIP_RANGE now ends at FARCLIP_MAX = 1497 (the 1.12 slider grid of 60
carried to n = 22), a documented deviation: Modern fog already stretches the
fog end past 777 with farclip, so a longer view is visible. Terrain residency,
the model/WMO and particle walls follow farclip; at 1497 residency is at most
7x7 ADT tiles against 777's 5x5, which is the memory bound. The art-scope
sweep radius rises to 7 tiles to stay clear of the widest resident reach.

Verified: cargo test -p benilla-world --lib (643 passed). Built on Linux only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Toc8dZYuTKW1JWBFbMb5S1
2026-09-25 18:00:24 +00:00
Claude 0a227d393e MONKEY (polish): per-view post uniforms written at prepare, not allocated per frame
Colour grading and sun shafts built a fresh `UniformBuffer` (a new GPU buffer)
inside their render-graph node every frame. Each view now owns one small
UNIFORM | COPY_DST buffer, created the first frame the effect is on and
rewritten in place with `RenderQueue::write_buffer` in
`RenderSystems::PrepareResources`, the same shape as bloom's prepare-time
uniform. The node only binds it. The pass still gates on the extracted view
component, so the kept buffer never runs a disabled pass.

Verified: cargo check -p benilla-app; rustfmt clean on both files. No GPU
here; built on Linux only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y6yUWgPosSakvL23gtgvpH
2026-09-25 17:46:00 +00:00
Claude bc43ed063e MONKEY (polish): sun shafts march a half-resolution sky mask
The radial blur read the scene depth 28 times per full-resolution pixel. A
new mask pre-pass (`fs_mask`, R8Unorm at ceil(w/2) x ceil(h/2)) loads the
depth once per half-res texel and thresholds it with the same sky test
(depth <= 1e-7 on infinite reverse-Z); the blur then takes 28 clamp-to-edge
bilinear taps of the mask. Only the mask stage is MSAA-specialised (single
and multisampled depth layouts, one pipeline each); the blur pipeline is
keyed by the target format alone.

Verified: cargo check -p benilla; all four WGSL variants (blur, blur +
MULTISAMPLED, SHAFT_MASK, SHAFT_MASK + MULTISAMPLED) compose and validate
under naga_oil 0.20 / naga 27 offline. No GPU or WoW data in this
environment, so the image is not captured; built on Linux only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y6yUWgPosSakvL23gtgvpH
2026-09-25 17:42:29 +00:00
pkuzicandClaude Opus 5.5 89b68ed26b MONKEY (integration): merge gfx/skybox
Zone Skyboxes row moved to the end of the Advanced Graphics page and added to
OPTIONS_PAGE_ROWS (the lane had left it out of the list).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 18:08:23 +01:00
pkuzicandClaude Opus 5.5 f0a27ae72b MONKEY (integration): Advanced Graphics row for daylightWindowSplit (EN+RU)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 18:06:45 +01:00
pkuzicandClaude Opus 5.5 056037c394 MONKEY (integration): warm the shafts, fog and AO pipelines on every 3-D view
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 18:06:45 +01:00
pkuzicandClaude Opus 5.5 d0da764f6c MONKEY (integration): capture-only knobs ask run_mode::dev_affordances (one dev door)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 18:06:45 +01:00
pkuzicandClaude Opus 5.5 74cb4dff90 MONKEY (skybox): second texture stage for two-texture skybox batches
RenderSubmesh carries stage 1 (texture, UV set, transform, Mod/Mod2x) for
textureCount 2 batches; M2Vertex reads UV1. WowModelExt gains a stage1
uniform + texture binding 94/95 and the WOW_STAGE1 shader def, so every
one-texture batch compiles the old code. The skybox lane binds stage 1 on
its own material copies and drives its transform rows.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 17:50:38 +01:00
pkuzicandClaude Opus 5.5 f5101bc233 MONKEY (integration): keep build_light_data within Bevy's 16 system params (post + lampfog each added one)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 17:47:26 +01:00
pkuzicandClaude Opus 5.5 f99c83845b MONKEY (integration): merge gfx/lampfog
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 17:36:40 +01:00
pkuzicandClaude Opus 5.5 8e87044539 MONKEY (integration): merge gfx/ao
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 17:33:52 +01:00
pkuzicandClaude Opus 5.5 9f874e33e6 MONKEY (fix-daylight): repair the Torch Terrain Shadows tooltip string
The daylight lane's tooltip had raw line breaks inside a Lua string instead of
an escaped blank line, a syntax error that broke OptionsFrame.xml's inline
script (an error dialog on the UI-fixture captures).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 17:18:44 +01:00
pkuzicandClaude Opus 5.5 e6a36bfff6 MONKEY (fix-fog): LightFogBand sample without a per-frame Vec (review B11)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 17:17:00 +01:00
pkuzicandClaude Opus 5.5 b8fea8e78c MONKEY (fix-wind): document the static shadow under swaying leaves (review W6)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 17:04:05 +01:00
pkuzicandClaude Opus 5.5 b259f54242 MONKEY (fix-wet): wet-stormwind-night capture scenario
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 17:03:14 +01:00
pkuzicandClaude Opus 5.5 7808f34cb2 MONKEY (fix-daylight): gate the district window split; per-slot terrain torch keys
Review B4: the Stormwind window split changed the default image with no switch.
New cvar daylightWindowSplit (default 1 = merged behaviour, a future High-only
preset member), bridged to daylight::set_window_split. Review B5: each settled
exterior torch slot is keyed by the resident tiles whose footprint reaches its
sphere (terrain_torch_generation_near), not a global stamp that re-rendered
every slot on any stream event.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 17:02:15 +01:00
pkuzicandClaude Opus 5.5 bc7dc6509b MONKEY (fix-wind): one grass bend span per model; warm the clutter UV_1 layout
Review W4: the bend height was normalised per submesh, so a trunk + canopy
detail doodad tore apart at the seam; the span is now taken over all of the
model's submeshes. Review W5: clutter meshes carry UV_1 (VERTEX_UVS_B), so the
six clutter pipelines are also warmed on the POS+NORMAL+UV0+UV1+COLOR quad.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 17:02:12 +01:00
pkuzicandClaude Opus 5.5 cf7b401599 MONKEY (fix-sky): order the sky and cloud FX readers after tick_clouds
Review B9: update_sky_colors and update_cloud_fx read the cloud coverage with no
order against tick_clouds, so the glow's cover sample was this frame's or the
last one's nondeterministically. New CloudTick set; both run after it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 17:02:09 +01:00
pkuzicandClaude Opus 5.5 474b641499 MONKEY (fix-sky): day-long f64 sky clock; twinkle rates whole cycles per wrap
Review B2: the f32 clock wrapped hourly and every star's twinkle jumped at the
wrap. It now accumulates in f64 and wraps at 86400 s; the shader rounds each
twinkle rate to whole cycles per wrap, so the stars are seamless. The High
cloud detail drift still re-patterns once per 24 h (noted).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 16:57:20 +01:00
pkuzicandClaude Opus 5.5 499fdd935f MONKEY (fix-wet): seamless ripple wrap, no dry-weather churn, no sheen NaN, windows stay lit
Review B3: floor(cycle) % 50 keeps the ring roll continuous across the 1000 s
wrap. B8: publish the ripple clock only while it rains. B7: nudge the wet
sheen half-vector off zero. B6: WORD_WINDOW batches are excluded from wet
darkening.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 16:56:30 +01:00
pkuzicandClaude Opus 5.5 75eb764df4 MONKEY (fix-post): bloom keeps the base image; window gain on the light term only
Review P4: emissive_boost now lifts only above a 0.6 knee (equal to the old
gain at 1.0), so additive spells and lava keep their look and the excess feeds
the bloom. Review P3: the window gain applies to static_gx's SIDN light term
before fog, not to the whole fogged batch. Review P6: Low-tier extract taps
scale with the quarter-size target. Review P7: excess capped at 64 (no NaN).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 16:55:55 +01:00
pkuzicandClaude Opus 5.5 5854ac39c6 MONKEY (fix-post): sun shafts fall off radially; exact sky-depth test; one MSAA sample
Review P1: the path mean lifted every clear sky pixel equally; it is now the
occlusion ratio times an aspect-corrected radial falloff from the sun.
Review P2: sky = depth <= 1e-7 (cleared / sky-pinned), no longer a nearclip-
dependent ramp. Review P5 (partial): read one MSAA sample per tap.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 16:54:58 +01:00
pkuzicandClaude Opus 5.5 968f939883 MONKEY (fix-sky): Enhanced/High sky mixes the Modern fog horizon into the gradient
The integration wrapped the final gamma colour in fog_sky_horizon, whose weight
is 1 at 0 deg, so the sunset glow was erased at the horizon. Mix the Modern far
fog colour into the linear gradient before the glow and stars (review A1) and
return from the SKY_FX branch; the Classic tail keeps fog_sky_horizon.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 16:54:31 +01:00
pkuzicandClaude Opus 5.5 57e21bfc2a MONKEY (fix-wind): tree exile sway rides a material marker, not MeshTag bit 18
Bit 18 aliases the top lane-weight bit and bit 12 of the interior probe slot,
so doorway units and probe-lit interior props swayed like trees. A classified
leaf batch's fade-band exile now gets marked copies of its cutout/blend
materials (clutter_fade.z bit 14, FOLIAGE_WIND_MARKER, not a key axis) and
wow_model.wgsl sways only those.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 16:54:08 +01:00
pkuzicandClaude Opus 5.5 5f7237aa98 MONKEY (fix-wind): integrate wind travel on the CPU; fixed-heading spatial phase
The wave phase was k*speed(t)*t (its rate grows with session age: ~33 Hz noise
after 10 min) and its spatial term rotated about the world origin with the veer
(hundreds of rad/s at 9k yd from the first second). Now update_wind integrates
travel += speed*dt in f64 and publishes it wrapped at 4096 yd (wind_b.x); every
wave rate is a whole number of cycles per wrap, so the wrap is seamless. The
spatial term uses the fixed profile heading (wind_a.z); the veer and gust turn
only the bend. Capture offset WOW_CAPTURE_WIND_T for late-session shots.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 16:54:07 +01:00
pkuzicandClaude Opus 5.5 a2dfdd814d MONKEY (skybox): WOW_SKYBOX_T capture clock for animated skies
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 16:48:19 +01:00
pkuzic 2fac056fbe MONKEY (integration): document recovered wind framing 2026-09-25 16:43:50 +01:00
pkuzicandClaude Opus 5.5 d1a49bd15e MONKEY (skybox): pose captures at t = 0, higher Hyjal viewpoint
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 16:39:11 +01:00
pkuzicandGPT-5.6 Sol (Codex) fd2e06bb84 MONKEY (integration): weld the wind preset observer
Foliage wind is a lighting-preset member but bypasses VideoConfig. Read back its world resource in the shared preset clamp test so the merged row is covered like every other member.

Co-Authored-By: GPT-5.6 Sol (Codex)
2026-09-25 16:09:41 +01:00
pkuzicandGPT-5.6 Sol (Codex) 9429d506d9 MONKEY (lampfog): add options and visual proofs
Co-Authored-By: GPT-5.6 Sol (Codex)
2026-09-25 16:01:28 +01:00