Untrack TODO.md, RELEASING.md, RELEASE_NOTES.md, ideas/ and
docs/CLAUDE_PROPER_OBJECT_REGISTRATION_PLAN.md -- internal planning and
agent notes with no reason to be published. Files stay on disk locally.
Replace remaining absolute machine paths in docs with relative ones
(one referenced a separate private project), and swap decorative emoji
for ASCII markers.
README: lead with the no-longer-actively-developed notice.
build.zig.zon pointed at ../zhook, so a clone of this repo alone could not
build. Pin the Codeberg tarball for f1b252e (current zhook master) with its
hash; zig fetches it automatically. Verified by building with no sibling
zhook checkout present.
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/
- DLL_README.md: full feature description, GetSpellInfo API, module name in dev API list
- RELEASE_NOTES.md: updated DPSLog entry with WotLK parity details, removed from gaps list
- README.md: updated module table
- 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
Root cause: hook.fastcall used "r" constraints + explicit MOV to set
ECX/EDX. LLVM can allocate "r" inputs to clobbered registers, causing
cross-assignment (ecx_in→EDX, edx_in→ECX) or function address stomping
when func lands in ECX/EDX. Debug works by luck (trivial regalloc);
Release optimizes aggressively and hits the conflicts.
Fix: explicit "{ecx}", "{edx}", "{eax}" register constraints in zhook
fastcall — compiler places values directly, no MOV needed, no ambiguity.
Also fix 9 inline asm blocks across main.zig, interact.zig,
screenshot.zig, markers.zig missing ECX/EDX clobbers after CALL
instructions. Without clobbers the optimizer assumes registers retain
input values after the call — stale reuse in release builds.
Other changes in this commit:
- Rename markers→worldmarkers (build flag, DLL, Lua table)
- Rename assetfix→looseassets
- lua.zig: add .never_tail to pushcclosure, pcall, openlib, pushnumber
- Move internal marker functions into WorldMarkers Lua table via openlib
- Remove unused GetCurrentAreaId function
- Fix cleanup_file_handle_hook.original() → .callOriginal()
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)
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.