the auction house opens, the Honor tab lands, and a day of fixes
- the auction house end to end: right-clicking an auctioneer opens Browse/Bids/Auctions on the server's reply — search, the category tree from your own DBCs, the reference's 50-a-page pager, multi-key sorting (directions corrected at the bytes), bid/buyout, the sell slot with deposit and duration, cancel with its fee popup; prices sit on the reference's own money-frame kit in lined-up columns, the twenty auction messages split refusals-red / outcomes-to-chat, and a won or sold auction reads as a proper mail receipt — the window's Lua re-worded in our own terms after the overlap ratchet caught the first cut leaning on the reference's text - the PvP honor system whole: the Honor tab and the inspect page over a real wire model, with current rank and highest-ever rank correctly two different fields - a day of reported fixes: WASD survives a /logout re-entry, addon settings save on a window close and Cmd+Q (exactly once — a mac close could fire the tail twice), clams open again, random-enchant items name themselves on every surface, the loot window's rows hold their seats with legible counts, idle players stop sinking through building floors, the shooter re-pulls between Auto Shots, portraits loosen ~19% to the client's own aspect-1.0 matrix, and big creatures thump the camera off the CameraShakes table - character select clicks like 1.12 — captions whiten on hover, buttons fire on release, Humans face straight ahead off the stage bone's real yaw, the facing is per-character, and hunter/warlock pets stand beside you at their family-ramp size with their own emitters (the imp's flames), the Voidwalker's sequence-hidden shackles culled - the smaller player-facing set: nameplate on/off rows in Options with the CanAttack category gate (emissaries stop plating), the bonus bar slides up with igBonusBarOpen, the camera's framing height glides on a shapeshift, the open letter evicts the centre seat, the far-band fog hull stops printing a pale horizon stripe at low view distance, the guide arrow is gold with per-source rim art, error text fades through its shadow too, and /convertraid converts the party - README: the auction house and PvP honor move out of "not built yet" Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -264,6 +264,12 @@ pub(crate) struct UiScriptPlugin;
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impl Plugin for UiScriptPlugin {
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fn build(&self, app: &mut App) {
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// **The quit root of the shutdown tail, on the exit edge** (decision 1528). It was
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// `.add_systems(Update, shutdown_on_exit)` below, which cannot see the `AppExit` a player
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// produces — the close button's is written in `PostUpdate` — so quitting from in-world
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// wrote no saved variables, no per-addon files and no `AddOns.txt` at all. `Last` is after
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// every announcement; [`crate::shutdown`] is where that argument lives.
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crate::shutdown::on_app_exit(app, shutdown_on_exit.into_configs());
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app.insert_resource(UiScaleCvar(default_ui_scale()))
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// The UI pass publishes its per-frame phase split here every frame the cost meter or
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// the hover recorder is armed; the producer owns the resource so any minimal app that
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@@ -295,12 +301,12 @@ impl Plugin for UiScriptPlugin {
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)
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// The whole shutdown tail — events then writes, in the reference's order. See
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// [`shutdown_ui_state`]; the two edges here are its five roots as far as our session
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// has them.
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// has them. (The quit root is registered at the top of this function, through
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// [`crate::shutdown::on_app_exit`] — it is a `Last` system, not an `Update` one.)
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.add_systems(
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OnExit(crate::char_select::ClientState::InWorld),
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end_ui_session,
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)
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.add_systems(Update, shutdown_on_exit)
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// A queued `ReloadUI()` runs in `PreUpdate` — one whole frame after the drain that
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// queued it (the reference's own deferral, `0x495590`), and BEFORE every `Update`
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// system, so no per-VM seed or feed can run against the dying VM in the reload frame
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