The base cloud/rain field relaxes to a static pattern under fixed forcing, so it looked frozen. stepWeather now also runs a population of drifting WeatherSystem agents (world objects, not cells; transient/not saved; separate sWeatherRng seeded from cfg.seed so tectonic determinism is intact): spawn over warm tropical ocean (5-25 deg, SST gate) or a mid-latitude ocean low (capped at weatherSystemMax); move along the steering wind (sWind at the nearest cell) plus a poleward recurve at weatherSystemSpeed; intensify over warm sea, decay and cull over land/cold; and stamp a Gaussian cloud/rain shield onto the grid so cloud clusters travel and dissipate behind them. A tropical system past weatherHurricaneStr is a hurricane/typhoon. Render: an animated cyclonic spiral marker per system (red + eye for cyclones, blue lows; spins with liveTime by hemisphere) in 3D + 2D, HUD system/cyclone counts, and a basin-named storm list in the Sky & tides panel -- all under K. New weather* storm knobs. test_weather.cpp adds: systems spawn, move between steps, thicken cloud, RNG isolation, determinism. All five suites pass; GUI build clean. Docs updated. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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