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/
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.
Replace all local calling convention declarations (const fc/tc/sc)
with hook.cc.fastcall/thiscall/stdcall from zhook. Migrate remaining
17 hook.fastcall() inline asm call sites to hook.call() with typed
function pointers.
- 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
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)
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.
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.