Weather::update walked the particle vector twice (update, then copy
position into the GPU upload buffer) and called camera.getPosition()
once per particle inside updateParticle. Fold both passes into one
loop and hoist the camera read once. For storms with thousands of
particles, that's one pass instead of two plus N fewer member reads.
Add Weather::Type::STORM enum value and wire it from SMSG_WEATHER type 3.
Storm particles are faster (70 units/s vs rain's 50), wind-angled at 15+
units lateral velocity with gusty turbulence, darker blue-grey tint, and
shorter lifetime. Previously storms rendered identically to rain.
- Skybox now uses DBC sky colors (skyTop/skyMiddle/skyBand1/skyBand2) instead
of hardcoded C++ color curves, with 3-band gradient and Rayleigh/Mie scattering
- Clouds receive sun direction for lit edges, self-shadowing, and silver lining
- Fixed sun quad box artifact with proper edge fade in celestial shader
- Lens flare attenuated by fog, cloud density, and weather intensity
- Replaced garish green/purple lens flare ghosts with warm natural palette
- Added zone-based weather system for single-player mode with per-zone rain/snow
configuration, probability-based activation, and smooth intensity transitions
- Server SMSG_WEATHER remains authoritative when connected to a server