Commit Graph
16 Commits
Author SHA1 Message Date
MarcelineVQ 6266d6ff10 Remove core addon, it only contained test functions
The WeirdUtils core addon only provided /wu slash commands, a version
global, and a test function. Remove it along with the WeirdUtils
dependency from all module addon TOC files -- the DLL controls addon
load order directly so the dependency was cosmetic.
2026-03-07 11:11:49 -08:00
MarcelineVQ 2aaa089c76 Add module control API, bigcursor with fractional scaling, shared mutex
Module control API:
- Three cdecl exports: WeirdUtils_IsModuleActive, WeirdUtils_DisableModule, WeirdUtils_DisableAll
- C header include/weirdutils_api.h for runtime DLL discovery
- All modules gain pub module_name, isActive(), shared mutex via src/mutex.zig
- build.zig refactored to module_list array of ModuleDesc

Bigcursor:
- D3D9 vtable hooks on SetCursorProperties/ShowCursor
- Scale2x/Scale3x pixel-art upscalers in pure Zig (replaces 12K-line hqx C)
- Bilinear resampler for fractional scales (1.0-4.0, default 1.2)
- Win32 cursor via CreateIconIndirect bypasses D3D9 32x32 limit
- FNV-1a hash cache for ~16 cursor bitmaps
- Lua API: SetCursorScale(n) / GetCursorScale()
- CVar cursorScale for Config.wtf persistence (tenths)

Other:
- Add dpslog module stub
- Docs and README updates
2026-03-06 13:27:35 -08:00
MarcelineVQ 4af033d01d Rename dataassets→customassets, Markers→WorldMarkers, prefix all mutexes
- dataassets module renamed to customassets everywhere (build flag,
  source, DLL variant name, docs)
- Markers addon renamed to WorldMarkers (addon path, .toc, .lua,
  Bindings.xml header, Lua globals, debug log prefix, mutex name)
- All 9 module mutexes now use WeirdUtils_ prefix to avoid
  collisions with other DLLs in the same process
2026-03-03 10:26:17 -08:00
MarcelineVQ db1243d136 Add marker persistence, respawn, group sync, and fix pushnumber ABI
Marker definitions (position + area ID) now persist across zone
transitions. Entities are destroyed on map change but respawned
automatically when the player approaches within 200y. Definitions
are cleared on logout/exit via onShutdown hook.

Group sync via addon messages (WMark prefix, colon-delimited protocol)
with permission checks (raid leader/assist, party leader). Includes
sync request/response for late joiners and roster change broadcasting.

Fix lua_pushnumber calling convention: function is __thiscall (ECX=L,
f64 on stack, ret 8), not __fastcall. The patched inreg fastcall was
placing the f64's low dword in EDX, corrupting values.

Other fixes:
- Remove Bindings.xml from .toc files (explicit binding loader needed)
- Remove remove_on_shutdown for markers (was killing hooks on logout)
- Remove diagnostic entity check code (culling behavior understood)
- New Lua APIs: SetMarkerDef, ClearMarkerDef, GetMarkerDef
- Rename binding labels to marker colors
2026-03-02 11:45:26 -08:00
MarcelineVQ 475070e910 Fix marker crash on logout and add module lifecycle table
The marker cleanup hook on CleanupWorldAndEntities was never installed —
markers.installHooks() was missing from install() in main.zig. Entities
created via WorldMarker were never cleaned up before the game's atexit
handler iterated the hash table over freed heap memory.

Key changes:
- Add markers.installHooks() call (the actual crash fix)
- Replace manual install/uninstall/shutdown lists with a single modules
  table that drives all three phases — prevents this class of bug
- Gate marker Lua functions, addon, and keybindings behind isActive()
  so they're skipped when another DLL owns the hooks
- Add world_cleanup_hook.detach() to removeHooks() (was missing)
- Migrate from vendored libs/hook to external zhook dependency
- Unify installHooks return types to void across all modules
- Add diagnostic logging to marker cleanup (temporary, for testing)
2026-03-02 07:34:18 -08:00
MarcelineVQ 2cca8f4b53 Add assetfix, transmogfix, minimapicons modules; fix assetfix disk-vs-MPQ priority
Assetfix: hook CheckFileExistence to serve loose Data\ files. The original
flags|1 approach failed because game paths contain backslashes, causing
CheckFileExistence to skip BuildFilePath and check the raw path (no Data\
prefix). Fix: write the correct Data\-prefixed disk path to the output buffer
directly and return 1, bypassing the original function for hash map hits.
This preserves hook chaining (filename argument is never transformed).

Also adds transmogfix (transmog update coalescing), minimapicons (stub),
new build options for all three modules, mutex-based multi-DLL safety,
embed .skin data into .m2 models, and various module improvements.
2026-02-28 14:07:53 -08:00
MarcelineVQ a8ebe21b0d Add hook 5 (loadModelFromFileAsync), combatlog stub, framecrash vtable hooks, marker assets
Hook 5 intercepts loadModelFromFileAsync (0x71d4e0) to synchronously load M2
model data for fake in-memory file contexts. processLoadedModelData returns 1
and entities are created, but file context cleanup is currently skipped (leaks
0x60 bytes per load) due to a crash in the cleanup path, and there's a later
EIP=0 crash during the game main loop that needs investigation.

Also adds: combatlog module stub, framecrash anchor vtable hooks (GetRelativeTo
and GetWidth/GetHeight crash guards), embedded Raid_UI_FX model assets with
skins and textures, WU_XYZ debug model.
2026-02-27 16:47:42 -08:00
MarcelineVQ 37d42d09c2 Add markers module, framecrash stub, debug console, build-flag wiring
Markers: client-side world object system using CreateGameObject. Places
M2 models at arbitrary world positions via Lua commands (/mark test,
/mark pos). Includes embedded addon, xyz.m2/blp assets served from DLL
memory, position helpers from unit movement struct, and object lifecycle
management (create, cleanup, reposition, alpha, animation).

Framecrash: stub module with reference to crash at 0x007A2452.

Console: debug output via AllocConsole/WriteConsoleA, compiles out
entirely in non-Debug builds. Used by markers and file serve logging.

Build: markers added to feature flag matrix and all-variants step.
Main: conditional markers import, Lua function registration, embedded
addon + asset file serving, console init/deinit lifecycle.

Outline README: added misc planned features and debug mode notes.
2026-02-26 15:30:21 -08:00
MarcelineVQ cd7e585412 Restructure modules with per-module addon subdirs
- Each module (outline, interact, screenshot) now has its own addon/
  subdir with .toc, .lua, and Bindings.xml
- Core WeirdUtils addon lives in src/core/addon/
- build.zig supports compile-time feature gating via -D options
- main.zig uses build_options for conditional imports and addon embedding
- Module addons only load when their module is compiled in
- 'zig build all-variants' produces full.dll + 3 single-module DLLs
2026-02-25 19:15:08 -08:00
MarcelineVQ fbfe1cb545 Outline render order, stencil protection, JFA sentinel fix, diagnostics
Render order: 3-way M2 batch partition — game objects + local player
render first (write depth), then outline targets (stencil marks), then
other players/gear/NPCs. Outlines show through other players but are
occluded by world/WMO/game objects/local player.

Stencil protection: set STENCILWRITEMASK=0 after outline target DIPs
to prevent subsequent renders from overwriting stencil marks.

JFA sentinel: changed from (1,1) to (-1,-1) to move it outside UV
space. Did not fix banding but is correct regardless.

Debug: added DEBUG_SHOW_SILHOUETTE comptime flag to bypass JFA and
composite raw silhouette RT. Confirmed silhouette is clean — banding
is in the JFA pipeline, not stale vertex buffers.

Game object + local player tracking in tracker.zig for batch ordering.

Added project README and outline subsystem README documenting render
pipeline, architecture, known issues, and planned features.
2026-02-25 18:32:49 -08:00
MarcelineVQ 661e1562d9 Fix game object occlusion: render outline targets last in batch order
Outline targets now render after all other M2 models instead of before,
so the depth buffer contains full scene geometry (game objects, other
characters, NPCs) when stencil marks are written. Previously only
terrain+WMO depth was available, causing outlines to show through
fences, mailboxes, lamp posts, and other game objects.
2026-02-24 19:06:10 -08:00
MarcelineVQ 89ac4ec7f3 Replace depth buffer copy with stencil-based terrain occlusion for outlines
StretchRect for depth-stencil surfaces is unsupported on DXVK, returning
D3DERR_INVALIDCALL every frame. Replace the entire DS snapshot approach
with stencil marks written during the DIP hook: outline targets already
depth-test against terrain (batch reordering ensures they draw first),
so STENCILPASS=REPLACE writes stencil=1 where visible. EndScene replay
gates silhouette drawing on STENCILFUNC=EQUAL to achieve terrain/WMO
occlusion without any depth buffer copy.
2026-02-24 17:34:04 -08:00
MarcelineVQ 528bbf2470 Fix outline rendering: cached DIP replay, disable depth for silhouettes
Switch from double-DIP (which corrupted WoW's GxDevice state) to cached
replay in EndScene. Cache draw params + GPU state (VB, IB, vertex decl,
VS, 256 VS constant registers) during the DIP hook, replay to silhouette
RT in EndScene before the JFA pipeline.

Remove D3D9 state blocks entirely — use comprehensive manual save/restore
of all modified state (render states, sampler states, shader constants,
COM objects with proper AddRef/Release).

Disable depth testing for all silhouette replay categories. By EndScene
the depth buffer has the full scene, so LESSEQUAL testing creates holes
in the silhouette wherever other models overlap — breaking the JFA
outline for targets and raid marks. Corpses already used ZENABLE=FALSE.

Add per-frame diagnostic counters (scan/classify counts by category)
logged via OutputDebugStringA for the first 20 active frames.

Clean up unused code: comAddRef, deviceCreateStateBlock, stateBlockApply.
2026-02-24 12:27:50 -08:00
MarcelineVQ 3ec7796cc1 Fix model rendering stutter: eliminate dummy D3D9 device, defer vtable hooks
The dummy device technique (Direct3DCreate9 + CreateDevice) corrupted the
d3d9 proxy's internal state when run on the main rendering thread, causing
model rendering to update at ~10fps while camera remained smooth.

Replace dummy device with direct vtable read from the game's existing
device via GxDevice global (0xC0ED38 + 0x38A8), sourced from UnitXP_SP3.

Also defer D3D9 hook installation until first rendered frame (triggered
from renderDrawDetour) to guarantee the device exists, and add
forceD24S8IfNeeded() in EndScene to force a Reset with D24S8 stencil
format since the deferred install misses the initial device Reset.

Other changes carried from prior session:
- model_hook.zig: native thiscall/naked detours (thunks eliminated)
- tracker.zig: tracked_obj_count made pub
2026-02-24 02:28:13 -08:00
MarcelineVQ 0278097034 Replace pointer chasing with forward mapping in model classification
classifyModel no longer calls resolveModelOwner (which dereferenced
unknown memory at model+0x3C0/+0x28 and crashed on terrain/doodad
models). Instead, scanObjects stores validated object pointers from
the object manager, and classifyModel compares model back-pointer
values against that known set — no pointer dereferencing beyond the
model struct itself.
2026-02-24 00:56:31 -08:00
MarcelineVQ 25ed0b3780 Add outline rendering system ported from C++ to Zig
Port the model outline hook system (CM2SceneRenderDraw, ManageRenderListNode,
DrawBatchProjected) from the C++ idris DLL to pure Zig. Includes D3D9 vtable
hooks for stencil-based outline rendering with per-category colors and thickness.

Fix GetObjectByGUID calling convention: was using fastcall (ECX/EDX) but Ghidra
confirms it's __stdcall with stack params and RET 8. Fix lua_pushcclosure address
from 0x6F3B80 (mid-body of another function) to 0x6F3920.

Guard resolveModelOwner in DrawBatchProj with hasTargets() check and cache unit
model status during ManageRenderListNode to avoid raw pointer chasing at render
time. Add IsBadReadPtr validation in resolveModelOwner to match C++ IsValidReadPtr
pattern for page-level memory safety.
2026-02-24 00:51:33 -08:00