Publish source: Unlicense, public README, repo hygiene

The remote was previously a distribution-only point for pre-built DLLs.
This opens the source.

- LICENSE: Unlicense, with a GPL-3.0 carve-out for src/dpslog/WeirdDPSMate
  (a DPSMate fork that keeps its own license)
- README.md replaces the stale internal one with the user-facing docs from
  DLL_README.md, swapping the 'Why No Source Code?' section for build and
  layout notes. DLL_README.md is dropped; one README now serves both.
- RELEASING.md: drop the trim-the-README-per-release dance and the
  remote/WeirdUtils/ distribution clone, both obsolete now
- gitignore agent/editor scratch, build caches, the vendored WSBT addon,
  and the WeirdThreat/uwu-logs checkouts (separate upstream repos)
- Commit outstanding module work: superweirdo, clickthrough portal visuals,
  transform44 decompiles, worldmarkers demo presets, tools/
This commit is contained in:
MarcelineVQ
2026-07-27 21:47:55 -07:00
parent f500147fc7
commit b12fc820ef
42 changed files with 5563 additions and 727 deletions
-108
View File
@@ -36,111 +36,3 @@ Track notable changes here between releases. Clear this file when cutting a new
minimap. Reads the per-player quest status cached on unit objects by the client's
SMSG_QUESTGIVER_STATUS handler. Enabled by default in the tracking dropdown, togglable
like other NPC tracking categories.
## Enhancements
- **Clickthrough**: Lootable corpses now click-through over players. Previously only
interactable NPCs (vendors, quest givers) and game objects would win over a blocking
player. Now dead units with the lootable flag are also prioritized, so you can loot
corpses through the player crowd without having to reposition.
- **World Markers**: Disabled in battlegrounds via Map.dbc mapType check. Markers cannot
be placed while in a battleground instance.
- **Clickthrough**: Reduced log noise -- logging changed from file to console-only.
Also ignores assets_backup directories in custom asset scanning.
## Bug Fixes
- **World Markers**: Fixed marker placement over game objects -- re-raycast now uses
terrain-only flags to find the ground position beneath a GO, instead of placing the
marker at the GO's collision point.
- **DPSLog**: Fixed dynamic event slot search and environmental damage parameter ordering.
- **Addon System**: Fixed addon files not loading -- switched from @hasField to @hasDecl
for compile-time module introspection.
## Internal / Performance
- **Transform44 Profiling** - render pipeline profiling module with 39 hotspot hooks,
A/B testing framework for comparing baseline vs optimized code paths, SSE replacements
for ClipPolygonToSinglePlane (4x), BuildTrianglePlanes (10x), rotateMatrixByAxisAngle
(4.3x), RayTriangleIntersection (1.3x), multiplyMatrix4x4 (4.3x).
- **VanillaFixes Math Polyfill** - 17 UnitXP x87 FPU replacement hooks verified via
Ghidra prologue/epilogue disassembly and benchmarked against original WoW.exe bytes.
Hooks install in lateInit() to clobber UnitXP's hooks with correct calling conventions
(thiscall vs fastcall verified from assembly). A/B tested via bitmask toggle.
Micro-benchmark results (x86 Linux harness, original x87 bytes mmap'd executable):
```
Winners (SSE faster): Neutral (~1.0x): Losers (x87 faster):
rotMat3x3: 2.1x (158->72) matMulVec3: 1.0x dotProduct: 0.4x (5->11)
rotMat4x4: 2.1x (162->76) multiply3x3: 1.0x evaluatePolynomial: 0.6x (11->16)
planeNormal: 1.7x (58->33) crossProduct: 1.0x squaredMagnitude: 0.7x (7->9)
transformAABox: 1.2x (89->69) applyTranslation: 0.9x vec3MulScalar: 0.8x
vecMulMat4: 1.1x scaleByVec: 0.9x vec3MulAssign: 0.8x
scaleByScalar: 1.1x (some runs) quatMulMat4: 0.8x
```
Losers are at function call overhead floor (original x87 is 5-11 cycles, close to
bare CALL/RET cost). Future direction: patch original bytes in-place at load time
to eliminate call overhead entirely.
Also includes CriticalSection SpinCount=4000 optimization (from UnitXP) and
blit_hub memcpy fast paths for matching pixel formats.
- **Math SSE Benchmark Harness** (`zig build bench` / `zig build run-bench`) - standalone
x86 Linux micro-benchmark that extracts original x87 function bytes from WoW.exe via
Ghidra, mmaps them executable, and profiles against our SSE replacements. Fresh data
each iteration to avoid overflow/denormal artifacts. Correctness validation included.
- **Glyph Shadow Cache** - direct-mapped O(1) bypass for the game's 4-bucket hash table
in GetOrCreateCharacterGlyph. Reduces glyph lookup from ~3.65% frame time.
- **MPQ File Cache (filecache)** - 2-way set-associative cache for File_FindInArchive
(0x6549a0). Skips the MPQ chain walk and per-archive hash table probe on repeat file
opens. Cache hits cost ~1000 cycles vs ~30000 cycles for full search. 60-90% hit rate
during gameplay, saving 6-160ms per 15s reporting period depending on scene load.
Validated via game's own FindAndIncrementResourceReference to handle archive lifecycle.
- **Timer Fix (VanillaFixes port)** - TSC calibration, OS timer resolution (0.5ms via
NtSetTimerResolution), and Windows 11 power throttling disable. Ported from
hannesmann/vanillafixes. Primarily benefits native Windows; no measurable impact on
Wine/Linux but applied unconditionally.
- **MPQ File Cache** - hooks File_FindInArchive (0x6549a0) to cache archive lookup
results. First open does full MPQ chain walk (~60K cycles), subsequent opens hit
direct-mapped cache with filename verification (~300 cycles). 80% hit rate in testing.
Moved from standalone file_perf module to transform44 sub-module (file_cache.zig).
- **Logging Module** - centralized logging with auto-prefix, file and/or console routing.
All modules now route output through the shared Logger.
- **Addon System Refactor** - module list now derived from build.zig, inactive addon
prefixes pruned at runtime. Fully data-driven.
- **Shared Offsets** - consolidated shared game offsets and accessor functions into
offsets.zig and wow.zig, eliminating per-module duplication.
- **Build System** - default optimize changed from Debug to ReleaseFast (works around
Zig fastcall inreg LLVM bug). Logging available in all modes except ReleaseSmall.
## To Explore
- **Driver env vars on load** - set environment variables like `RADV_TEX_ANISO=16` from
the DLL at load time, allowing driver-level anisotropic filtering while setting the
in-game option to off/low. Avoids the double-filtering performance hit of game AF
stacked on top of driver AF. Same approach could apply to other Mesa/RADV/DXVK knobs.
## DLL_README Gaps
Features documented in DLL_README but never included in a release:
- World Markers
- Outlines
- Interact
- Crash Fix (framecrash)
Features implemented but not yet documented in DLL_README:
- Clickthrough lootable corpse priority
- World Markers battleground restriction