0.2.6-dev: the official battlefield scenes use the extracted light at full strength — SCENE_LIGHT direct and indirect 1 instead of 0.2.5's eye-tuned 0.8 / 0.4 (GitHub #549, the light half of PR #554 by xcdoge; its emissive change to the metal board is not taken); DESIGN §31.7; golden: unchanged

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sganggs committed 2026-10-13 03:48:47 +08:00
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@@ -104,3 +104,16 @@ keeps finished players for display, so its total length cannot establish that a
counts order entries absent from `draft.picks`, alongside the existing turn and quota checks. The server's
`skipBand` already rejects the final player with `BAD_TARGET / nobody to pass to`; its rule remains unchanged.
Regression covers normal two-, three- and four-human browser flows, the final turn, and exhausted quota.
### 31.7 Official scene light gains (#549)
GitHub #549 (@xcdoge, confirmed by other players): the official battlefield scenes of 0.2.5 read much darker than the
official client. 0.2.5 scaled the two light terms of `sceneMaterial` below the values the extractor stores —
`SCENE_LIGHT.direct` 0.8 and `.indirect` 0.4, tuned by eye against one PRTS screenshot and marked [ASSUMED]. From 0.2.6
both are 1: the key light at the scene's `light.intensity` and the lightmap's baked linear light as decoded
(`scenes.py decode_rgbm`). The maintainer compared the two on 2026-10-13 and chose the official values. PR #554 by
@xcdoge also raised `LIGHTING.emissive` from 0.25 to 1; that part is not taken: it retunes the procedural metal board
and its glass, which were matched to screenshots, and does not touch the scene meshes. `ambient` 0.2 (a mesh without a
lightmap page) stays [ASSUMED]. The water (#549's second half, PR #555) is unchanged here.
Tests: `test/render/board3d-scene.test.js`; the 3D board browser suite with the extracted scenes.