Dawn
The hour over the hill, pushed at the scene every frame. One instance on `mount_world`. It reads `Core.state.dawn` and hands the sun, the ambient, the sky, the height fog, the turf, the props, the tarn and the mist the look the ramp in `game.vendor.dawn` gives for it.
Dawn
The hour over the hill, pushed at the scene every frame. One instance on
mount_world. It reads Core.state.dawn and hands the sun, the ambient, the
sky, the height fog, the turf, the props, the tarn and the mist the look the
ramp in game.vendor.dawn gives for it.
Two things it owns beyond the push:
- The sky. The scene opens on a
ProceduralSky, which derives the sun's azimuth fromtimeOfDayand puts sunrise at world +X with no field to turn it. The hill rises along +Z, so Dawn disables it and points aSkyboxatgame.world.moor_sky, which aims every warm thing in the sky at the directional light's own vector — state the sun over the summit and the dawn is over the summit. - The light line.
Core.lightZ()is where the sunlight has walked down to. Pushing that number into the turf, prop, mist and tarn materials is what makes the line visible on the ground rather than only true in the rules.
The hour is restated on a slow heartbeat as well as on every change, because a material that re-registers comes back holding its declared defaults.
Fields
| Field | Default | Meaning |
|---|---|---|
skyEntity | sky | Entity carrying the scene's sky. |
sunEntity | sun | Entity carrying the directional Light. |
ambientEntity | ambient | Entity carrying the ambient Light. |
Scoped to this part · feeds back into the world's score.