Fork policy (docs/METHOD.md): upstream structure wins; local-unique work
re-applied on top. This commit is the upstream half of the reconciliation.
Upstream is the same program at a rewritten history (884dff77 == 4e0e89cb
tree), so the merge base was replaced to keep a real three-way diff. The
large conflicts are upstream moving first: the UI manifest (benilla.toc ->
the binary LAYER_MANIFEST/layer.toc split), the CVar table (cvars.rs ->
cvars/{mod,table}.rs, +24 video rows), the editbox flush model, the
host-side GetTime, the Options* -> BenillaOptions* rename, expanded
ui_unit.rs, and a rebuilt volumetric_light.rs.
Local-unique pieces re-instated on the upstream structure:
- OptionsFrame.xml: the 1.12 OptionsFrameSliders table restored under the
Benilla rename, with the TurtleWoW deviation note (patch-4 replaces
OptionsFrame.lua).
- layer.toc: CharacterFrameAdapters.xml (the sixth TurtleWoW character tab).
- ui script: wipe/sizeof, BenillaGetMerchantItemStats, and the attach/mount
teardown re-walk all survive.
- game_plugins.rs keeps UPDATE_ACTIONABLE_CEILING=5_509 (re-measure pending).
The LFT/Turtle_TransmogUI rows benilla.toc named off the player's install
now come from the chain's own FrameXML.toc via the new core loader.
A light whose whole candidacy sphere (the shader's own reach, the interior fill
dome included) sits off-screen leaves the packed table, so a city's torches
behind the player stop padding the per-vertex walk. The packer also reuses one
scratch buffer and tests the cheap camera distance before the portal walk.
A trap is proximity-triggered and never clicked, so its interaction predicate
\+0xc is constant false like the transports'. Arathi Basin's visual-only aura
GameObjects (180100-180102, type 6, faction 114 hostile-to-all) otherwise stay
eligible through the inverted TRAP term and take the pick from the banner.
A parent-side add_child panics against an entity a same-frame teardown already
despawned; spawn with ChildOf on the child and use try_insert/try_remove/
try_despawn so the same-frame churn warns instead of aborting.
Seam W: InstanceSurfaceParams (whole_wet, lower_wet, waterline_y, feather) per rig
slot, a 2048-row table in the light buffer, applied in wow_model.wgsl through the
existing wet_surface/wet_sheen (max with rain wetness, opaque/alpha-test + fade
twins only). Zero row = stock image. Self-contained: cherry-pickable to lighting.
Seam F: WaterFoamSpawn message; plugin foam records live in their own 96-record
pool so they never evict or throttle the stock unit wake/ring records.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Owner: planar is cheap enough (~1 ms CPU, GPU about even) to replace SSR outright. High water
always reflects with the planar mirror; the waterReflections cvar, its preset rows, the options
row (EN/RU) and the debug knob are removed. The screen-space march stays only as the mirror's
fallback for water at another height than the mirror plane; WOW_WATER_REFLECT=0 remains a dev
A/B switch.
SSR: the march accepted rays up to 2 + 0.1*dist yd behind the scene depth and returned the
bisected pixel unchecked, so rays passing BEHIND a thin dock deck converged on its front
silhouette - a vertical smear. After bisection a hit may now sit at most
0.25 + 1.5%*dist + the last interval behind; deeper = passing behind an occluder, march on.
Planar: liquid/mirror.rs (WaterMirrorPlugin) renders a half-res mirrored camera (oblique
near plane at the water) before the world camera into binding 107; no water, no sun
shadows, no post. The plane is voted by a 7x6 ray fan with hysteresis; water off that
plane fades back to SSR. Cost ~+1 ms CPU, GPU about even (SSR march skipped) -> its own
cvar waterReflections (0 Screen Space / 1 Planar, EN+RU option row), on for High/Ultra.
The High preset (= registered defaults) now carries High water (waterQuality 2); Low and
Medium keep Enhanced. Classic and Enhanced captures byte-identical.
The enhanced exterior WMO point-light term evaluated falloff per fragment but used the
flat lamp selection of the provoking vertex (snapped to its 33 yd MCNK cell), so a large
wall or paving triangle took one vertex's whole lamp pool and neighbours differed: long
straight-edged dark wedges on Stormwind's gate ramp and yard walls at dusk/night. Ranks
the closest exterior lamps at the fragment (static_gx + fallback wow_model), shared by
the shadowed and unshadowed evaluations. Classic (all light gains 0) keeps the vertex
pick and its packed frame bits; capture scenarios stormwind-training-yard-*/gate-ramp-*.
A doodad standing on its own baked terrain shadow (Lakeshire gryphon roosts, most forest
trees) was dimmed twice by day: by the MCSH 0.5 sun band AND by the realtime shadow map,
on ground that no longer shows the bake. wow_model.wgsl and static_gx.wgsl now use
terrain.wgsl's own gate (sh_c16.w, weighted by the sun lane so the bake returns at dusk).
Lane off = reference bits. Capture scenarios lakeshire-statue*/lakeshire-gryphons*,
WOW_CAPTURE_EYE/LOOK/MINUTE re-aim overrides.
foliage_wind_batch matched 'thorn' anywhere in the path, so Stranglethorn/ActiveDoodads/Cages
swayed. rigid_model basename rejection now also lists cage and prison.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit add0a8edb2b2524b05bf60f045e96a5a6f290112)
Placements.by_id was keyed by the raw 32-bit UID, so an M2 (MDDF) and a WMO (MODF) carrying
the same numeric UID merged: the second registration only bumped the first one's refcount and
never spawned its model (approach-order dependent; e.g. UID 54418 farm.wmo vs redridgefallentree01,
54705 humantwostory.wmo vs elwynnbush09, 55333 redridgedocks02.wmo vs elwynnbush09).
Key is now u64: M2 = uid, WMO = (1<<32)|uid, carried through tile refs, refcount/release, WMO
readiness, straddler bookkeeping, prop merge and collider weld. Spawn metadata keeps the 32-bit UID.
Regression: monkey_mddf_and_modf_with_the_same_uid_stream_independently.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit a55cfa184377f87734a352c6b399adc8833b25eb)
Show and hide propagated a whole subtree first, then fired from a snapshot, parent first: a parent's `OnShow` ran before its children's, and a child hidden by an earlier handler still got its `OnShow`. A frame visible at the end of its load got no `OnShow` at all.
In 1.12.1 show `0x76ae10` and hide `0x76ad50` mark the frame, walk the live child list re-checking each child's gate, and fire the frame's own handler last (`0x76aef5`, `0x76adfd`). The post-load hook fires `OnShow` after `OnLoad` for a visible frame (`0x76a3b3`), from XML and `CreateFrame` alike.
Now handlers run inside a live post-order walk, and the post-load `OnShow` fires. Tests cover the order, a sibling hidden mid-walk, and one or two `OnShow`s after a load; they fail without the fix. Four existing tests' expected orders flip to the reference's.
Fixes#350Fixes#59🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The UI scale was folded into the pixel seam, with the root and `UIParent` at scale 1. Frames outside `UIParent` (dropdown menus, need/greed rolls, the world map) shrank with it, `UIParent:GetScale()` answered 1, and `GetCursorPosition()` was off by the scale.
In 1.12.1 the scale is `UIParent`'s own frame scale (`0x494550` → `0x76ac10`, floored at 0.64) over a 768-unit root. `GetScreenWidth`/`GetScreenHeight` divide by it (`0x494590`), and `GetCursorPosition` (`0x48b820`) does not.
Now the seam is `height/768`, and the scale is applied to `UIParent` at the load's end and on a resize. The nameplates' compensation is gone. Backdrops, hit insets and minimap pings now follow a frame's own scale (`0x76b580`, `0x77e8d0`); tooltips at the cursor and `OnCursorChanged` divide by it (`0x530b20`, `0x77db23`). Tests cover each, and a stock-UI comparison shows nothing inside `UIParent` moves.
Fixes#172🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`PLAYER_LOGIN` fired at the end of the UI load, before the player existed: its handlers saw `UnitExists("player")` nil and level, health and XP 0, at every login and `/reload`. Ace2's `OnEnable` runs there.
In 1.12.1 the load only arms a one-shot (`0x49011d`). The world-enter cascade fires `PLAYER_LOGIN` if armed (`0x49094b`), then `PLAYER_ENTERING_WORLD` (`0x49096a`), inside a sound-suppression bracket (`0x4908d5`–`0x490a56`). It runs from the player's own create (`0x5deb60`), or on `/reload` from the load (`0x490168`) with the player still in the world. A worldport re-arms nothing.
Now the load arms it, and the unit feed fires both, silenced, once the player is seated. A `/reload` loads under the live player and no longer plays the target-select sound. Tests cover login, worldport and reload; they fail without the fix.
Fixes#189Fixes#191🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An instance with no `name=` took its template's name: `framexml::merge` laid the instance's attributes over the template's, so `name` and `id` carried through. Stock `UIOptionsFrame.xml`'s unnamed `<Button inherits="UIPanelCloseButton">` became the global `UIPanelCloseButton`, with `GetName()` answering it, and any unnamed addon frame did the same to its template's name.
In 1.12.1, `PreLoadXML` (`0x769770`) reads `name` and `id` from the instance node before `LoadXML` walks the templates (`0x76985c`). The texture and font string factories also read `name` once, outside that walk (`0x6f2751`, `0x6f27e1`). So neither is ever inherited.
The merge now drops the template's `name` and `id`. Tests cover an unnamed frame, a named frame (no template id), an unnamed texture and `CreateFrame` with a nil name. All four fail without the fix.
Fixes#394🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Reopening the world map after zooming out showed the old map for a frame before the current zone.
In 1.12.1, every Lua verb that moves the map selection (`SetMapZoom`, `SetMapToCurrentZone`, a `ProcessMapClick` hit) goes through the setter `0x4a67a0`. The setter stores the selection, rebuilds the landmark list, then fires `WORLD_MAP_UPDATE` in place before returning (`0x4a6ce4`). So `WorldMapFrame`'s OnShow repaints the tiles before the first draw.
benilla queued the event to the next tick, so the first frame painted the previous map. The three verbs now run the setter whole. The landmark list is projected from per-row sources inside the setter, so the new tiles never show the old map's markers. The engine's own pushes still queue, as a narrowed deviation.
Tests replay the report's steps on the stock UI and check the event fires inside the verb with landmarks rebuilt first; they fail before the fix.
Fixes#811
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
In a free-for-all area such as the Gurubashi battle ring, your own overhead name and selection ring turned red.
1.12.1 colours a player's name and ring through `0x605960` by mutual attackability: `CanAttack` (`0x606980`) in both directions. Both true reads red, only theirs soft blue, only yours yellow. Neither splits on PvP: yourself green or blue, a party member pale, others green or blue. `UnitReaction` (`0x6061e0`) answers friendly for a unit toward itself before the FFA rung (`0x606200`), so you can never attack yourself.
benilla stood in a reaction-rank threshold for that matrix, and its reaction lacked the identity rung. The selector is now the reference's four-arm matrix, `CanAttack` runs in both directions, and a unit is friendly to itself. `UnitReaction`, `UnitCanAttack` and the cursor follow for yourself.
Tests pin each arm and yourself in FFA, on the shipped faction templates too; they fail before the fix.
Fixes#814
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Escape on the realm list closed the list and then also quit the game from the login screen, or went back to login from character select.
1.12.1 walks the keyboard frames once per press, strata high to low, and stops at the first handler that takes it (`0x765f10`, leaving at `0x765f64`/`0x765f86`). The realm list is DIALOG strata (`RealmList.xml:246`), so its Escape never reaches the screen beneath, even though it hides itself.
benilla's list and screens read the keys in no fixed order. A screen only checked whether the list was still shown, and the list's own Escape had just hidden it. Who owns a frame's keys is now decided once, before any of them runs (`Realms::owns_input`, set in `PreUpdate`).
Tests run the real list and screen systems in both orders, and fail before the fix with the reported symptoms.
Fixes#817
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On a PvE realm, zone names were still coloured friendly, hostile or contested.
In 1.12.1, `GetZonePVPInfo` (`0x48d540`) answers a type only when its display gate is open (`0x48d5c2`/`0x48d5cc`). The gate opens on the realm's PvP flag or in a zone with Flags `0x10`, which is the six capitals. The realm flag is read from `Cfg_Configs.dbc` for the selected realm's type and stored once per world entry (`0x4015de`). A type with no row skips the store. Otherwise the type is nil, so the stock zone splash shows cream and the minimap zone text gold.
benilla now reads `Cfg_Configs.dbc` instead of a transcription that stopped at type 8, so realm type 10 lists as PvP. It latches the realm flag at world entry and applies the gate.
Tests cover the gate, the six capitals and every shipped Cfg_Configs row; each failed before the fix.
Fixes#816
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The quest log never showed the `[n]` count of party members on a quest, because `IsUnitOnQuest` was a stub that always answered nil.
1.12.1 (`0x4dfe10`) checks both arguments first. It reads the row's quest id (`0x4df150`; a header or out-of-range row answers nil before the unit is resolved), resolves the token, and admits only you or one of the four party slots, by guid (`0x4e7f70`). It then needs the unit held as a player and scans the 20 `PLAYER_QUEST_LOG` ids for that quest. The answer is 1 or nil. The ids reach party members on the wire. `UNIT_QUEST_LOG_CHANGED` (`0x51bc63` → `0x51bd90`) fires once whenever any slot of a unit's window changes, so an open log recounts.
Unit snapshots now carry the window, the binding follows those steps, and the event fires. Tests cover each path and run the stock `QuestLogFrame.xml` to a `[2]` row; they fail against the stub.
Fixes#818
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- capture: trainer scenarios shoot the service description field (#793)
- fix: trainer services show their spell's description, as 1.12.1 does (#793)
- review: reuse the caster closure, cut repeated comments, pin the profession rows
- trainer: the pet's skill value is the tooltip's one helper, not a copy
- trainer: the recipe row's real-data test reads a product that has text
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
The trap gate alone could not restore capture: update_hovered_object picks the nearest geometry, then applies the mouseover-eligibility gate to that single winner. Arathi Basin's visual-only aura GameObjects (180102, type 6 TRAP) sit at the node banner's centre, so once the aura is correctly ineligible the pick returned nothing and the banner behind it was unreachable -- no cursor on any node, neutral included.
Cast for every hit nearest-first and take the first the eligibility gate will publish, in both the exact and halo passes, so an ineligible front object no longer buries an interactable one behind it. The final publish gate now reuses the same predicate.
UnitCanAssist (0x516bb0) was a nil global, so ShaguTweaks libpredict raised whenever UseAction ran. It answers the player's CanAssist verdict: 1 for a unit whose reaction toward the player is friendly (5 and up), or for itself, else nil, like UnitCanAttack's shape.
A who-list miss pushed six nils, but the reference shape is (nil,nil,number,nil,nil,nil): the level of an empty who slot is 0. ShaguTweaks colors every WhoList_Update slot and calls GetDifficultyColor(level) unguarded, which does level - UnitLevel("player") and raised on the nil.
Arathi Basin's visual-only aura GameObjects (entry 180102, type 6 TRAP) were offered inside a battleground because the whole shared gate was skipped, so they won the pick over the node banner and the CMSG_GAMEOBJ_USE landed on a no-op trap (the server only played its despawn anim). The TRAP inverse is not a team marker, so it still gates: a friendly or neutral aura trap stays at priority 0, the banner (BUTTON/GOOBER/CHEST) wins, and a neutral node captures.
SetScript raised "unsupported script 'OnHyperlinkEnter'" for chat-link addons, because only OnHyperlinkClick was registered. The reference fires the enter/leave pair on the owning frame with (link, text) as the hover crosses a link span, so the kinds are now accepted and fired from the pointer's move and when a hovered frame hides.
A unit destroyed or leaving range on the frame its visual is built is despawned
by apply_despawn_fade while attach_entity_visuals' plain insert commands are
still queued. Bevy's despawn only warns on a dead target, but insert and
insert_if_new panic, so the client aborted inside a battleground's stream churn.
Every entity-rooted write in attach_entity_visuals, setup_skinned_instance and
arm_sequence_clock now uses try_insert / try_insert_if_new, and the mount child's
MountChild does too, matching apply_despawn_fade's own try_despawn/try_insert.
A mount child is an EntityKind::Unit but rides its host, so its Transform is
host-local (0,0,0). ground_clamp_creatures cast a world ray from that origin and
wrote the world floor height into the child's local Y, dropping the mount into
the terrain; in Alterac Valley the map origin sits on live ground, so mounted
players showed half under the map. ground_clamp_creatures and
mark_swimming_creatures now exclude MountBody, as every other mount-aware system
already does.
Fixes#4
The meeting-stone status query (`CMSG 0x296`) and its text reset ran once per UI VM, and the text drop only on leaving the world. So after a cross-map worldport benilla kept the old text and never asked again.
In 1.12.1 the world-enter cascade's meeting-stone init (`0x490a14` → `0x4c9f40`) resets the text to `UNKNOWN` and sends `0x296`, right after the battlefield init, on every pass: login, every cross-map worldport and every `/reload`. The leave-world sweep `0x490a80` drops the text (`0x490b2f` → `0x4c9f80`) on a worldport, a `/reload` and leaving the world.
The enter leg now runs on the world-enter cascade after the battlefield status. The sweep is one edge, written whenever its latch is spent, and the drop reads it. Tests cover the cascade, a worldport, a reload and the schedule order; a live trace shows `0x296` after `0x2D3` and its reply at login, on `ReloadUI()` and after `.tele`.
Fixes#99
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>