New js/world/weather.js + a one-line lighting.setSky(). Seeded per citySeed (weatherFor):
~57/24/19% clear/overcast/rain over 400 seeds, deterministic. Rain = ONE draw (camera-following
Points + procedural streak/fall/wind shader) + wet ground (roughness/darken on shared ground mats,
restored on dispose) + matching rainy sky dome via lighting.setSky. Fully procedural (0 depot fetch).
- Exposes window.PROCITY.weather = { state:'clear'|'overcast'|'rain', intensity:0..1 } for Lane D's
weather-reactive crowds (decision #1). Documented the contract + the exact 3-line shell wiring for F
in LANE_B_NOTES (I don't touch index.html). ?weather=1 seeded (default town rolls clear);
?weather=rain|overcast|clear forces a state for demos/smokes.
- Worst view 141 draws day / 126 night (<=300); composes with ?winmap + night (rain outside a lit
interior-mapped window = the money shot, screenshotted); deterministic; 0 console errors; flag-off
byte-identical (shell never constructs it). Deferred cut line: vertex-shader wind sway on
trees/awnings (touches other lanes' materials) — noted, not done. Tram stretch not attempted.
qa.sh --strict GREEN (5/5).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>