PerformSpatialCulling (0x6B8C60): Zig rewrite with SSE outcode
computation. 1.4x speedup, JMP-patched in weirdperformance.
performCollisionDetection (0x6B88E0): fully inlined SSE Moller-Trumbore
ray-triangle intersection, eliminating 4 SetVector3 calls and the
ray_tri function pointer call per triangle. ~22 cyc/tri in bench.
Both graduated from transform44 A/B testing to production JMP patches.
entity_sse.zig: reimplementations of UpdateEntityAndChunksPositions and
updateEntitiesInBounds (A/B tested, 1.2x bench, not shipped - memory
bound with negligible real-world gain).
clickthrough: fixed CheckObjectTypePermissions hook from fastcall to
thiscall (ECX preservation), fixed ClntObjMgrObjectPtr from fastcall(4)
to fastcall(5) with correct arg count.
bench: added performCollisionDetection bench with synthetic mesh data
and patched FindOrCreateHashEntry stub.
Replace the re-raycast approach with a priority cascade: loot > GO > NPC
> normal. Each pass uses custom flag bits (0x01/02/04 in upper byte) that
our CanTargetEntity hook reads to exclude non-matching objects at the
raycast level. Terrain/WMO occlusion applies per pass.
Hook CanTargetEntity (0x480610) for per-object filtering: strips custom
bits before calling original, then checks lootable/interactable/NPC
based on which pass is active. Objects that don't match the current pass
return NULL (invisible to raycast, ray continues through them).
Fix isLootable: UNIT_DYNAMIC_FLAGS was at wrong descriptor offset
(0x96*4=0x258, should be 0x8F*4=0x23C per server UpdateFields index 143).
Also add UNIT_DYNFLAG_TAPPED and UNIT_DYNFLAG_TAPPED_BY_PLAYER offsets.
Fix isLootable base pointer: use getDescriptor (obj+0x08) not
getUnitDescriptor (obj+0x110), consistent with getNpcFlags and all
other descriptor reads in the project.
Lootable unit corpses (UNIT_DYNFLAG_LOOTABLE) now click-through over
blocking players, matching the existing behavior for interactable NPCs
and game objects. Adds isLootable() check to the interactable NPC test
and UNIT_DYNAMIC_FLAGS descriptor offset to shared offsets.
Also adds RELEASE_NOTES.md for tracking changes between releases, and
adds a checklist item in RELEASING.md to review it before publishing.
Extract duplicated WoW 1.12.1 addresses and game accessor functions
into shared modules (src/offsets.zig, src/wow.zig), replacing 5+
copies of getObjectByGUID, isInBattleground, isValidPtr, etc.
- src/offsets.zig: shared address constants (object manager, descriptor
fields, map/zone, core function addresses, D3D9/GX)
- src/wow.zig: shared accessor functions (pointer validation, object
manager traversal, field reads, unit helpers, battleground detection,
game function wrappers, raid target cache)
- Update 10 modules to import from shared instead of inline constants
- Remove outline/wow.zig (promoted to src/wow.zig)
- Trim outline/offsets.zig and markers/offsets.zig to module-specific only
Replace console.zig with logging.zig: per-module Logger with auto
[name] prefix, optional file output, and destination routing. Convert
all modules from manual [name] prefixes and global con.print to Logger
instances. Remove redundant "Module loaded" lines. Replace
OutputDebugStringA in outline/tracker with Logger. Add dpslog module
with structured combat log events (SPELL_DMG, PERIODIC, HEAL, MELEE).
Add clickthrough module and bigcursor D3D9 cursor scaling.
Player hit → re-raycast without players, accept interactable NPCs
(npc_flags != 0: vendors, quest givers, flight masters, etc.) or GOs.
Unit hit → re-raycast GO-only, accept interactable GOs.
Fix DESC_NPC_FLAGS: was 0x8D*4 (0x234), should be 0x93*4 (0x24C) —
field index includes OBJECT_END (0x06) base, matching minimapicons.
Hooks WorldIntersectionTest (0x480DF0) to detect when the raycast hits a
unit/player, then re-calls the original with GO-only flags (0x04). If an
interactable GO is behind the unit/player on the same ray, replaces the
hit result so the game targets the GO instead.
Uses CallSpellCastHandler (0x5F8800) for interactability filtering —
any usable GO (mailboxes, soulwells, portals, etc.) triggers click-through.