spoint 0.1.681 → 0.1.682
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package/apps/world/tps-game.js
CHANGED
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@@ -18,7 +18,7 @@ const TERRAIN = {
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// they stay a single source of truth. Singleplayer (WorkerEntry.js's in-Worker boot of this same world
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// def) also reads serverAuthoritative, but with no other client to sync to it's a no-op there in
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// practice -- the local clock behaves identically to before this feature.
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-
timeOfDay: { serverAuthoritative: true, dayLengthSec: 600, startFraction: 0.
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+
timeOfDay: { serverAuthoritative: true, dayLengthSec: 600, startFraction: 0.27 },
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// weather-server-driven-state-and-multiplayer-sync: same real-multiplayer-test-world rationale as
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// timeOfDay.serverAuthoritative immediately above -- every connected client's weather state
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// (client/core/Weather.js) stays a server-pushed value (src/sdk/ServerWeather.js, MSG.WEATHER_SYNC)
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package/client/core/TimeOfDay.js
CHANGED
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@@ -40,7 +40,7 @@ const KEYFRAMES = [
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{ deg: -90, sunColor: 0x0a1030, sunIntensity: 0.0, ambientColor: 0x0d1428, ambientIntensity: 0.10 }, // deep night
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{ deg: -6, sunColor: 0x1a2550, sunIntensity: 0.0, ambientColor: 0x1a2440, ambientIntensity: 0.14 }, // astronomical twilight, sun still below horizon (no direct light)
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{ deg: 0, sunColor: 0xff7a3c, sunIntensity: 0.55, ambientColor: 0x4a4060, ambientIntensity: 0.22 }, // horizon: warm orange sunrise/sunset
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-
{ deg: 8, sunColor:
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{ deg: 8, sunColor: 0xffa552, sunIntensity: 1.8, ambientColor: 0xffcf9e, ambientIntensity: 0.55 }, // low sun: golden hour (matches tps-game.js's intended fill-light-visible palette)
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{ deg: 30, sunColor: 0xfff0dc, sunIntensity: 1.45, ambientColor: 0xc9d4e8, ambientIntensity: 0.32 }, // mid-morning/afternoon
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{ deg: 70, sunColor: 0xffffff, sunIntensity: 1.6, ambientColor: 0xfff4d6, ambientIntensity: 0.3 }, // near-noon, matches SceneSetup's original static values
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{ deg: 90, sunColor: 0xffffff, sunIntensity: 1.55, ambientColor: 0xfff4d6, ambientIntensity: 0.3 }, // straight overhead
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