Commit Graph
1419 Commits
Author SHA1 Message Date
chairmanpow 26d714fd1d merge: absorb upstream/main into the Turtle fork
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.
2026-10-12 17:20:45 +01:00
chairmanpow d2c99b2764 wip: GPU skin palette compute pass (WOW_GPU_SKIN=1), not yet wired into the app
Standalone module and its palette shader; no caller references it yet, so the
default CPU skin path is unchanged.
2026-10-12 17:02:49 +01:00
chairmanpow 0487bea08f gfx: the torch shadow cubes drop to 256, 36 MiB for the whole bank
The soft torch kernel is wider than one texel at 256 over the 48 yd cube
(~5 texels/yd), the same trade the sun map took at 4096 -> 2048.
2026-10-12 17:02:42 +01:00
chairmanpow 799196e1d1 gfx: bound the torch and point-light tables by the camera frustum
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.
2026-10-12 17:02:42 +01:00
chairmanpow a0e7087546 fix: a TRAP GameObject never becomes the mouseover, so an AB node banner wins the pick
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.
2026-10-12 17:02:37 +01:00
chairmanpow fa02975473 fix: the attach and mount teardown path uses try_ commands and child-side ChildOf
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.
2026-10-12 17:02:33 +01:00
pkuzicandClaude Opus 5.5 07d16048b2 MONKEY (gfx seam W): retained character wetness is wet on every facing (wet_body); rain keeps the up-facing law
Open graphics, cherry-pickable to lighting together with 517868a2.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 23:33:38 +01:00
pkuzicandClaude Opus 5.5 8d5c76887c MONKEY (gfx seams): per-rig wet surface row + plugin water foam spawn
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>
2026-10-10 23:33:33 +01:00
Paul Marcus K e72e12ddc5 Add Ko-fi funding option for marcusaga 2026-10-10 22:52:12 +01:00
pkuzic f545081e9f MONKEY (planar water): planar replaces screen-space reflections - the Water Reflections option is gone
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.
2026-10-09 19:06:59 +01:00
pkuzic 52bc8e2f94 Merge branch 'gfx/1009-water' into gfx/1009-upstream 2026-10-09 17:34:52 +01:00
pkuzic 8279d3b92d MONKEY (planar water): SSR stretch fixed; planar water reflections (Water Reflections: Screen Space / Planar)
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.
2026-10-09 17:34:52 +01:00
pkuzic 2965d30c57 Merge branch 'gfx/1009-unlit' into gfx/1009-upstream 2026-10-09 17:28:45 +01:00
pkuzic ebd40495d8 Merge branch 'gfx/1009-shadows' into gfx/1009-upstream 2026-10-09 17:28:45 +01:00
pkuzic 1a502177d0 MONKEY (wmo lamp pick): enhanced exterior WMO lamps are ranked at the fragment, not the provoking vertex
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-*.
2026-10-09 17:28:38 +01:00
pkuzic a3badd0fba MONKEY (mcsh model shade): models drop the MCSH 0.5 sun dim while the world shadow lane replaces the bake
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.
2026-10-09 16:53:12 +01:00
pkuzic ee6c76b988 Merge upstream main (samwhosung/benilla c2fc3cf3) into the graphics line
Conflicts: capture fixtures/scenarios (both sides appended: kept both), options_tests
row counts (upstream 80->81 rows: ours 100->101 and 99->100), docs/MAP.md regenerated
with scripts/genmap.sh.
2026-10-09 12:50:37 +01:00
pkuzic fcd4d37a15 MONKEY (r19 F4, lighting): per-frame light scan replaced by a room light index (Naxxramas stutter)
Lighting part of benilla-everwood 736e6a27 (monkey_room_index, global_light, static_gx shortlist).

(cherry picked from commit 736e6a27, capture + physics hunks omitted)
2026-10-09 12:44:04 +01:00
pkuzic 78a23dc446 MONKEY (r19, Brill interior light): strict room-visibility test for the torch shell in static_gx
Shader part of benilla-everwood 20e19334 (the rest of that commit is non-graphics).

(cherry picked from commit 20e19334, static_gx.wgsl only)
2026-10-09 12:42:52 +01:00
pkuzic cc1dde91e2 MONKEY (r18 A1 B004 streaming, world crate): chunk-cache key, nearest-first admission, stale-ready latch, emergency ground hold + collider timeout
World-crate part of benilla-everwood e9247623 (terrain_stream, spawn, wmo_portal).

(cherry picked from commit e9247623, benilla-app hunks omitted)
2026-10-09 12:39:41 +01:00
pkuzic ef6b5e673e MONKEY (r18 A1 B002/60056): per-fragment point-light falloff on terrain + exterior props, interior retained props drop the unrelated exterior light sum, shadow-map identity = nearest valid within 0.1 yd, WOW_POINTS_DUMP=all room/light trace
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit 801087822f0925a43352bb925e8c1154383c4377)
2026-10-09 12:38:43 +01:00
pkuzic cbfcc3cada MONKEY (r17 V1): B035 - world shadow casters reach-tested by batch bounds, not placement origin (Stormwind gate pop); exterior WMO point lights summed per fragment (blocky hoof glow on bridge paving)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit aade8f16c7798de1320cb189f9d834db8b8f744c)
2026-10-09 12:38:43 +01:00
pkuzic c88dda33a2 MONKEY (r16 M2): Stranglethorn cages are rigid, not wind foliage (B023)
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)
2026-10-09 12:38:43 +01:00
pkuzic 10abf2f4db MONKEY (r16 E3): separate MDDF/MODF placement namespaces so same-UID M2 and WMO both stream
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)
2026-10-09 12:38:42 +01:00
Sam SungandClaude Opus 5.5 c2fc3cf304 OnShow and OnHide fire children first, and after OnLoad, as in 1.12.1 (#842)
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 #350
Fixes #59

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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 13:44:15 +07:00
Sam SungandClaude Opus 5.5 dc63a06178 The UI scale is UIParent's own scale over a 768-unit root (#841)
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>
2026-10-09 13:17:23 +07:00
Sam SungandClaude Opus 5.5 f0dfa86148 PLAYER_LOGIN fires at world entry, once the player exists (#840)
`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 #189
Fixes #191

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 11:38:06 +07:00
Sam SungandClaude Opus 5.5 87706792cb A frame or region takes no name or id from its template (#839)
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>
2026-10-09 11:18:42 +07:00
Sam SungandClaude Opus 5.5 d0d1b5def9 WORLD_MAP_UPDATE fires inside the verb that moves the map, as in 1.12.1 (#829)
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>
2026-10-08 11:24:25 +07:00
Sam SungandClaude Opus 5.5 208b1e0bb0 Your own name stays blue or green in FFA areas, as in 1.12.1 (#828)
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>
2026-10-08 11:00:24 +07:00
Sam SungandClaude Opus 5.5 1c5a568191 Escape on the realm list closes only the list, as in 1.12.1 (#827)
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>
2026-10-08 10:30:51 +07:00
Sam SungandClaude Opus 5.5 ea7e0d087a Zone names stay uncoloured on PvE realms outside capitals, as in 1.12.1 (#825)
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>
2026-10-08 08:53:16 +07:00
Sam SungandClaude Opus 5.5 63e917965d The quest log counts party members on each quest, as 1.12.1 does (#824)
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>
2026-10-08 08:09:41 +07:00
80b0848628 fix: trainer services show their spell's description, as 1.12.1 does (#803)
- 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>
2026-10-08 07:16:27 +07:00
chairmanpow 3a5eb088ca fix: the GameObject pick skips an ineligible object, so AB flags capture
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.
2026-10-07 13:05:38 +01:00
chairmanpow e01ee9fcc1 ui: OnHyperlinkEnter leaves the never-fired raise list
It is fired now (5be43004), so the guard that a script name raises only while nothing fires it must drop it.
2026-10-07 00:20:32 +01:00
chairmanpow 779510bdb0 ui: register UnitCanAssist, the CanAssist gate callers like ShaguTweaks rely on
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.
2026-10-07 00:20:28 +01:00
chairmanpow ad8f6cce43 ui: GetWhoInfo answers a 0 level on a miss, so GetDifficultyColor cannot raise
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.
2026-10-07 00:20:23 +01:00
chairmanpow 482a983072 fix: battleground aura traps keep their inverted faction term, so flags capture
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.
2026-10-06 23:58:37 +01:00
chairmanpow 5be4300401 ui: OnHyperlinkEnter/OnHyperlinkLeave fire as the cursor crosses a link span
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.
2026-10-06 23:58:32 +01:00
chairmanpow cb412c22c6 fix: silence the attach build's entity commands against a same-frame teardown
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.
2026-10-06 19:11:39 +01:00
chairmanpow 2796a5d78d fix: the ground clamp skips a mount child, so mounted players stop sinking
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
2026-10-06 19:11:34 +01:00
chairmanpow d729fc1145 ui: define the missing ArenaTeamTemplate so Turtle's inspect arena buttons load 2026-10-06 17:37:51 +01:00
chairmanpow d6fe11800b fix: race_pvp_team maps Turtle's Goblin/Blood Elf, so a High Elf's PvP rank shows 2026-10-06 17:37:51 +01:00
chairmanpow be808eb7e6 fix: battleground objectives use the plain-use path and skip the client gate 2026-10-06 17:05:56 +01:00
chairmanpow 7e043060eb auction: GetAuctionSellItemInfo answers maxStack and link, as the patched 1.12 Lua reads 2026-10-06 17:05:56 +01:00
chairmanpow e42270f762 ui: seed the auction class tree before addons load, so Tmog's ItemDB builds 2026-10-06 17:05:56 +01:00
chairmanpow 7c1d92a9d4 upstream: finish the picked commits' build — drop WorldWriter::sent, add set_enemy_plates 2026-10-06 16:50:30 +01:00
chairmanpow 95738c891d fix: battleground GameObjects skip the faction gate, so cross-faction flags stay clickable 2026-10-06 16:50:30 +01:00
Sam SungandClaude Opus 5.5 d2e357c2ec The meeting-stone query runs at every world entry, as 1.12.1 sends it (#810)
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>
2026-10-06 16:34:16 +01:00