Update documentation for AGENTS.md, CHAT_CONTEXT.md, architecture.md, and testing.md with new time-related features and direction.

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2026-04-13 14:50:09 +02:00
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commit f2c63ce7eb
5 changed files with 60 additions and 1 deletions

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