replace day/night cycle with a binary light/dark mode tied to UserSettings

The cycling sun/moon animation was distracting and not a fan favorite.
Drops the cycle path entirely — RenderSettings.dayNight.mode is now
"light" | "dark", and the cycle-only fields (cycleTicks, startPhase,
noonHold, nightHold) plus the passEnabled.dayNight toggle are gone.
getAmbient is a one-liner. The in-game mode follows the existing
darkMode UserSetting (same one that drives the page-level CSS class);
ClientGameRunner applies it on startup and on the per-key change event.
This commit is contained in:
evanpelle
2026-05-17 20:01:23 -07:00
parent 3eedaf7bbc
commit c197f5864f
6 changed files with 27 additions and 83 deletions
+1 -6
View File
@@ -9,7 +9,6 @@
"railroad": true,
"fx": true,
"bar": true,
"dayNight": true,
"nameDebug": false
},
"falloutBloom": {
@@ -34,11 +33,7 @@
"heatDecayPerTick": 1
},
"dayNight": {
"mode": "cycle",
"cycleTicks": 6000,
"startPhase": 0,
"noonHold": 0.25,
"nightHold": 0.1,
"mode": "light",
"nightAmbient": 0.15,
"dayAmbient": 1,
"falloffPower": 2,