Update documentation for AGENTS.md, CHAT_CONTEXT.md, architecture.md, and testing.md with new time-related features and direction.
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@@ -409,6 +409,23 @@ Imported model collision settings should be represented canonically on the relev
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`ProjectTimeSettings` is the correct home for project-wide clock and day/night settings that persist across scene transitions.
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Time architecture direction:
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- the project clock is global and should survive scene transitions inside a run session
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- scenes may opt in/out of time-driven lighting, but should not own separate main clock progression
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- authored day/night semantics such as sunrise, sunset, and day phases belong in project-level time settings or a tightly related typed structure
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- runtime should derive visible day/night state from:
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- project time
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- authored day/night settings
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- scene world settings
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- do not hide time semantics only inside renderer-side constants; keep reusable pure resolution logic where practical
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- generic schedules, NPC routines, dialogue variants, and interaction availability should eventually resolve from:
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- global time
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- world/quest flags
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- scene/location context
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- unloaded scenes should be reconstructible from those rules rather than fully simulated in the background
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- future loop/reset mechanics should clear or reinitialize cycle-scoped state, then re-resolve current world state deterministically
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Do not model global world lighting as ad hoc hidden viewport state.
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---
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