A per-cell humidity/cloud/rain cycle advanced on the live clock (PlanetWeather.cpp, raylib-free): evaporate over warm sunlit seas -> advect humidity & cloud along the prevailing wind (upwind differencing) -> condense into cloud (saturation vs temperature + windward orographic lift) -> rain out thick cloud -> dissipate. Bounded exp-rate forms keep it stable at any timestep, so it runs cleanly from hours/sec up to a month/sec. initWeather() spins the fields up from the moisture climatology; fully deterministic (no RNG). Render: a translucent cloud shell over the 3D globe (white -> dark slate where it rains, alpha = cover) plus a matching drawWeather2D layer on the 2D map (shared drawMapTris rasterizer), toggled with K (default on). stepSim runs stepWeather each live frame at the sim-hours added to liveTime (held when paused). Cell-info shows cloud/humidity/raining. Saved as v10 (humidity/cloud/rain, flag-gated; pre-v10 saves spin weather up live). New weather* config knobs. Reseed/regen now also drops out of Live World. test_weather.cpp: fields in range, clouds form + rain falls, oceans moister than land, determinism, v10 round-trip; the other four suites still pass; GUI build clean. Docs updated. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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