spoint 0.1.687 → 0.1.688
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- package/apps/world/tps-game.js +8 -1
- package/package.json +1 -1
package/apps/world/tps-game.js
CHANGED
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@@ -18,7 +18,14 @@ 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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-
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// AAA-push cross-piece regression (found live, round 5 of the open-landscape piece): startFraction
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// was bumped 0.3->0.27 by the low-sun/golden-hour piece's own round 3 so the world would boot AT
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// that piece's target lighting for easy iteration -- but this is the WORLD'S shared default time,
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// so every OTHER piece (open-landscape-midday included) got tested against golden-hour lighting by
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// accident, not midday. Reverted to the original near-midday default; per-piece lighting states
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// belong in each piece's own test setup (e.g. a critic-driven time override), never in the shared
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// world config that every piece's test inherits.
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timeOfDay: { serverAuthoritative: true, dayLengthSec: 600, startFraction: 0.3 },
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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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