spoint 0.1.687 → 0.1.688

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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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- timeOfDay: { serverAuthoritative: true, dayLengthSec: 600, startFraction: 0.27 },
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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)
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "spoint",
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- "version": "0.1.687",
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+ "version": "0.1.688",
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  "description": "Physics and netcode SDK for multiplayer game servers",
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  "type": "module",
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  "workspaces": [