Refactor weather system to consolidate weather data handling; remove redundant weather API endpoint and related components, ensuring a single weather reading represents the entire world. Update UI to toggle weather effects and enhance rendering logic for improved visual consistency. Adjust documentation to reflect changes in weather data structure and API responses.

This commit is contained in:
Leonid Pershin
2026-08-17 10:40:52 +03:00
parent c80c9f14e2
commit 062ab497db
22 changed files with 273 additions and 815 deletions
+2 -1
View File
@@ -69,7 +69,8 @@ Ready worlds run a live game clock on the server (5 game minutes per real second
12 April 2012 06:00) plus weather: a Köppen-lite climate preset per world, with drifting pressure systems as
ECS entities on top of a deterministic seasonal/diurnal baseline. UI: main menu (list + create, with a climate
picker) → map screen with pause, speed, clock and weather, and a renderer that washes the map for time of
day, cloud, fog and lying snow and drops rain or snow through it.
day, cloud, fog and lying snow and drops rain or snow through it. One weather reading covers a whole world;
the overlay has an on/off button in the game bar.
New ECS components must be added to the probe entity in `SimulationComponents` — Arch assigns component type
ids on first use without a lock, and two threads racing there hand out the same id.