293b8e57fbddb2fa7f2efca89c38b51c8a079e2e
33
Commits
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293b8e57fb |
creatures keep their first corner, and characters never share files
- a creature walking a path no longer cuts its first corner: the path's first waypoint was dropped at decode (2342) - two characters whose names differ only in accented or non-Latin letters no longer share macros, bindings and SavedVariables; a file that failed to load is not overwritten at logout (2342) - custom chat channels survive a logout, a collapsed quest header keeps its quests watched, and a trackpad swipe scrolls as far as it adds up to (2342) - a hearth off a zeppelin no longer lands back on its deck, and an opened lockbox with loot left in it unlocks (2342) - every snapshot runs on Vulkan, in a container, before it ships (2344) Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> |
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0963bbd8f2 |
the spell owns its state, and a malformed file is refused, not a crash
- the spell owns its lifecycle state: the in-flight cast, the local cancel, the cooldowns and the spell-modifier tables live in one module (2328) - a malformed MPQ, DBC, M2 or WDT file is refused instead of crashing the client, nine read sites bounded - a test that needs the install or the addon corpus fails instead of skipping when the data is there; the Bagnon render suite runs again (2329) - the dev crash injector is armed on every platform, and no instrument writes a path relative to the working directory Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> |
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aa207b4050 |
settings live in one registry, and the net drain starts to peel
- the CVars are one engine-side table that outlives every interface reload: a change fires its observer, the eight latched rows wait for RestartGx, and /console gains set, cvar_reset, cvar_default, cvarlist and help (2303) - every push into the interface runs in one feed phase after the net drain and before the tick, held by a structural test on the built schedule (2304) - subsystems own their packet handlers, dispatched in packet order; the auction house is the first family out of the 273-arm drain (2305) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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6afb4163a6 |
the channel bar says Channeling, and eight caches become one
- a channelled spell's bar reads "Channeling" rather than the spell's name, and stays orange: 1.12 tells a channel from a cast by its label and its drain, not by a green bar (2284) - a shot's muzzle blast fires only when a projectile is queued, the reference's own gate, so a target-less shot shows none (2289) - the eight hand-copied query caches, names, items, objects, page texts, quests, guilds, petitions and mail, are one generic cache, and a read that asks no longer takes the whole store exclusively (2288) - the schedule's ambiguity ratchet counts by class, and the cast-fail argument table is closed: MIN_SKILL is the prospecting leg and cannot fire on 1.12 (2287, 2292) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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00150c55b5 |
a crash leaves a report, and the wire's counts are capped
- a panic writes benilla-config/Diagnostics/crash-<time>.txt with the build id, the location, a backtrace and the last 200 log lines, and names the file as its last line, so a bug report can attach it (2266) - every wire-count allocation hint is capped and the compressed update object reads through the cursor, so a malformed packet can no longer ask for gigabytes (2266) - the 23 in-world run conditions are one set, the 45 probe variables one registry, the install-gated tests say when they skip, and every gate is timed (2266) - one workspace-level lint allowance replaces 413 per-site attributes, and the decision corpus gets a lint in the gate (2266) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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e3c44456ce |
fourteen settings go live, /leave holds, and /assist can swing
- mouse-look speed is cameraYawMoveSpeed and cameraPitchMoveSpeed, so pfUI's afkcam does what it asks and an addon driving the stock Interface Options window runs its load and Defaults walks to the end; the shipped feel does not move (2147) - the eight combat-log range sliders are real settings, so BigWigs' Range plugin and DPSMate read and write them, and the Show Pet Melee Damage and periodic-spell settings genuinely silence what they gate (2147) - the stock Sound Options window loads hidden beside ours for addons to find, and its three check-box settings are real: the listener sits at your character, emote voices can be muted, zone music can loop without its silence gap (2147) - /assist with assistAttack set selects and starts swinging; /leave General survives a relog, a /join puts the channel back in its chat window's list, and SetGuildRecruitmentMode joins and leaves GuildRecruitment - City (2144) - wipe, strsplit, strjoin, strtrim, strconcat and tostringall are gone: no 1.12 client has them, and the addons that call them are multi-client builds whose vanilla path raises on the real client too (2146) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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505d1ac9c0 |
two addons that need each other load, and pfUI's memory row fills in
- loading two LoadOnDemand addons that depend on each other loads both instead of killing the client with a stack overflow; each is counted loaded before its own files run, as on the real client (2139) - the memory report gets its second number, so AceAddon-2.0's memory line (36 copies in the corpus) stops raising and pfUI's panel prints a figure where it printed UNAVAILABLE; garbage collection takes a number and answers nothing, like 1.12's (2136) - a disabled addon you have uninstalled keeps its row in AddOns.txt through a logout, and a hand-edited name keeps its spelling instead of taking the folder's case (2139) - a loaded chunk's error lines name it the way the real client does, and a /console argument containing ]] no longer trips a syntax error the 1.12 lexer would raise (2136) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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fad9ba02c3 |
zone channels survive a border crossing, and nameplates survive a login
- crossing a zone border prints one Changed Channel line instead of a leave and a join, and General and LocalDefense keep printing in the new zone; walking out of a capital keeps Trade's number and its registration instead of dropping it (2130) - outside a capital the channel numbers are the reference's: a fresh character holds 1 General, 2 Trade (suspended until a city) and 3 LocalDefense, so /2 reaches the same channel it does on the real client (2137) - logging into a character reads that character's zone, not the previous one's, so a login in the Eastern Plaguelands no longer joins and leaves Stormwind's channels first; a chat cache with General saved as a custom name gets its id back (2130) - the Show Tutorials option survives a /reload: it loaded unchecked and clicking it reset every dismissed tutorial account-wide; a world entry no longer switches off nameplates you had turned on (2131, 2132) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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d49fe51e0e |
cooldowns survive a relog, the MOTD prints, and lost channels come back
- a cooldown still running when you log out and back in keeps sweeping instead of vanishing, and another character no longer inherits the previous session's cooldowns (2116) - the server's Welcome and Patch 1.12 lines print at login in system yellow, and a character whose General, Trade and LocalDefense had gone silent for good gets them back at the next login (2119, 2120) - the stock Interface Options window loads hidden beside ours, so pfUI's options skin finds the real thing; the Auto-join Guild Recruitment Channel row has a real store, and a /reload no longer trips on its camera dropdowns (2115) - the combat log words a power gain on the display scale, so MikScrollingBattleText shows +1 Rage where it showed +10; a 1.12 predicate answers 1 or nil rather than a Lua boolean, the test ColorPickerPlus makes (2117, 2118) - a Lua error quotes a program element with a backquote the way 5.0 does, so AceLibrary's argument checks report their caller instead of raising inside the error path (2122) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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b81e481348 |
afk and dnd work, the stun swirl shows, and the world drop is back
- /afk and /dnd send instead of printing Unknown chat type: the flag sets, <AFK> shows over your head at once, the four echo lines are the client's own, and moving clears AFK under the real autoClearAFK CVar (2082, 2088) - the stun swirl and the other state-kit visuals show — a cache the login map change cleared lost them nine runs in ten — and a state kit's animation id is the base recompute the reference runs, never a play, so the stray Stun one-shot is gone (2085) - dropping an item on the world brings up the destroy prompt again: since the stock WorldFrame landed, the world is a frame, and the drop's gate had been written for the absence of one (2089, B380) - the mouse no longer snaps to the window's centre when the loading cover drops on /logout; the cover hands the pointer back only where it knows it is (2090) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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663851b17d |
every line is a key, four find their sound, and the ding prints once
- the last app-side lines become GlobalStrings keys — tooltip cells, party, petition, duel, quest, PvP and rest lines read the install's own wording, so a non-enUS chain shows its own text (2045, 2080) - a locked chest says Requires Pick Lock, ammo and thrown weapons drop their invented slot word, a met set bonus reads Set: without the count, and a 100 s cooldown reads 1.67 min as the template prints it - the level-up block and the free-professions line printed twice in chat and print once; a declined invite, a friend coming online, a duel request and a failed quest play the sound 1.12 gives them - Duel cancelled. is the yellow line at the top of the screen, and a trainer refusal or a failed quest with no cached template shows nothing, as on 1.12 Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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b7cb2668e9 |
the autocast shine goes stock, and a disabled button keeps its art
- the autocast shine is the reference's own Model: `UI-AutoCastButton.mdx` has no batch at all — four bones walking the corners of a 0.02-unit square on a 2 s loop, each with a spline emitter pouring 300 `GlowStar` sparks a second — and the tile renderer plays exactly that off the file's own tracks, so the hand-transcribed lane retires whole: `autocast_shine.rs` (the token texture, the extract's parked shine sites, the append-lane producer and its motion goldens), the extract's shine side channel, and `PetActionBarAdapters.xml`, since the pet button's numbers are the reference's (`setAllPoints` at `scale="1.2"`) and nothing was left to adapt; what stays is the director's two look calls, re-seated onto the reference's own objects — `SpellBookAdapters.xml` puts the stock `$parentAutoCast` Model at 37×37 CENTER (0,0) with `SetModelScale(1.48)` and the overlay at 71.53, the two tests that pin them reading the live panes, and deleting that file is the exact reference (36×36 at CENTER (1,1), 1.22, overlay 60); `assets/ui` is nine files (2014) - a button's shown state texture is latched on the transition, not resolved at paint (B369): `ReputationDetailAtWarCheckBox` has a `<NormalTexture>` and no `<DisabledTexture>`, and once `ReputationFrame_Update` `Disable()`d it ours drew nothing — `ButtonState` resolved the shown texture as a pure function of (enabled, pushed, held+hovered); the client's `SetState` `0x779790` gates both its hide-old and show-new steps on the NEW state's slot being non-null, with no Normal fallback anywhere in the function, and the ctor `0x7786a0` ends in `SetState(NORMAL)`, so every button reaches its first `Disable()` (`0x77ffd0`) already wearing its normal art and keeps it; `ButtonState` now carries the client's two words, `shown` (`+0x4c4`) and `state` (`+0x328`), written only by `set_state` and the `0x778fd0` setter family's conditional push, with transitions applied where the client applies them — `Enable`/`Disable`/`SetButtonState` and the four mouse edges — and the old `pushed.or(normal)` special case was this rule seen from one side; the stock corpus has 70 such declarations, so empty spellbook slots wear their `UI-Quickslot2` ring again, which 0227 had removed on a premise the shipped Lua falsifies in one line (`SpellButton_UpdateButton` calls `Disable()` at runtime); and `Disable()` switches off the whole HIGHLIGHT draw layer — `0x779160` follows `SetState` with `push 4; call 0x76a730`, the per-layer enable on the same `[frame+0x198]` array `Enable/DisableDrawLayer` writes — so a `<Layer level="HIGHLIGHT">` region no longer draws over a disabled button and the `enabled &&` term on the HighlightTexture alone is gone; the reputation tests' header stops claiming the page and the watch bar were ours (2011) - the world's mouse buttons are latched, not read raw (B364): right-clicking a Who-list row swung the camera round to behind the character — ~180° over nine seconds on a body that never turned — because the click was the UI's but the camera's input command word (`[InputControl+0x4]`) built its two mouse bits straight off `ButtonInput` with no pointer-over-UI term, `RIGHT_MOUSE` alone classifies as `Turn`, and Smart's Turn row is `(0.0, 1.0)`, so the return armed on the press edge and ran to completion; 1.12 never reads the mouse for any of this — it reads two bindings, `TurnOrAction` and `CameraOrSelectOrMove`, and a press a UI frame captured dispatches neither — so `camera::WorldMouse` latches each primary at the press and holds it to that button's own release, written in its own system ordered ahead of every reader (latched rather than re-tested, because a level test would hand a button back to the UI mid-drag the moment a frame appeared under the locked cursor, and an edge is what arms a return); five readers move onto it — the follow word's mouse bits, the both-button run, `/follow`'s both-button cancel, the look session's engage, chord cancel and other-primary tests, and the both-button → single-button handoff — and `control` drops its `PointerOverUi` and `&Camera`, the viewport-vs-UI question no longer being its to ask - the clutter onset is the cutout, and it gets the reference's own dial: the ramp runs 52.64 → 69.86 yd but the draw alpha-tests `texel.a × ramp` against `detailDoodadAlpha` = 128/255 with the ramp capped at 252/255, so nothing survives past 61.11 yd — grass appears there already at 50.2 % opacity with 8.5 yd left to reach full, and the last third of the ramp is spent where nothing is drawn, which is exactly the "started before it became visible from another gate" the director saw; `detailDoodadAlpha` is a console command in the reference (`0x6739a0`, registered through the command table `0x63f9e0`, not `CVar::Register` `0x63db90`, so it never persists), and we had it only as the boot-time `WOW_CLUTTER_ALPHA`, which cannot be A/B'd against a running client — `/console detailDoodadAlpha <0-255>` now sets it live, bare reports, and out of range is rejected rather than clamped (`0x6739b9: cmp eax,0xff; jbe`), classified in the console drain of 2008's `ConsoleExec` seam so it never reaches the CVar store, the bubble re-cut on a change because the ref is baked into the material; at 128 grass appears at 61.11 yd at half opacity, at 8 the onset walks out to ~69.8 yd and fades in from nothing; a late-build tripwire in the streamer — a warning whenever a chunk is built whose box is already inside the fade horizon, naming whether the distance gate or the per-frame cap was the cause — fired at once on the second: the build budget was spent in query order, so a chunk 90 yd out where the ramp is already zero took a slot ahead of one at 48 yd in plain view; candidates are sorted by distance now, and a 30 s Elwynn run reports one late-build frame, the cold first, then silence (2012) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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c957f98d84 |
grass fades on a plane, model panes render, and the FPS journal ships
- the grass fade is a plane across the view, not a ring around the player: `0x6b2b80` texgens the camera-space position through `T(0,0,−52.5)·Ry(π/2)·S(1/17.5)`, so the fade coordinate is view-space depth, `u = (z_eye − 52.5)/17.5` — we measured `distance(eye, fragment)`, a sphere, which meets the ground as a circle centred on the player that slides as they walk and bites a piece out of every tuft it crosses, and that was the hard border; the ramp is `0x6b2320`'s quantised 64×8 table, `alpha = 4·(63 − col)`, read bilinearly as `(254 − 256·u)/255` and capped at `252/255` — plateau to 52.64 yd, zero at 69.86 yd, near grass 98.8 % opaque and never 100 — where we had a clean 1 → 0 line; the product `tex0.a × ramp` is what the 128/255 `detailDoodadAlpha` cutout tests (both stages MODULATE, `[0xc7b2fc]`, confirmed verbatim in all four apitrace captures), so the tuft eroding out at 61.11 yd is the reference's own behaviour and the "fix" that would have removed it never landed; the pass owns its render state — blend mode 2, ALPHAREF 128, cull off, depth-write on, the per-slot draw `0x6b2d60` binding nothing but the texture — where we passed the batch's authored blend and cull through, and the `clutter_state` probe counted the cost: of 322 detail batches, 2 author Opaque (no cutout, their margin drawn as a solid card) and 5 single-sided; the build gate measures the chunk's box against the frustum corner ray derived from the live projection (≈1.31× at 16:9, ≈1.45× at 21:9), not its centre plus a 24 yd margin that popped whole chunks in on relief (2004) - a `<Model>` widget's animation state is Lua-observable and lives in the engine: a private scene clock its own `OnUpdate` advances by `trunc(elapsed·1000)` ms on visible frames only (`0x76d7f0`), an arm with an anchor the sampler re-reads every frame (`0x7121a0`), `OnUpdateModel` at the top of every paint (`0x76d1a0`) and `OnAnimFinished` from the completion callback (`0x76cdc0`); the file's sequences and bounds are facts the host hands over, `SetModel` seeds Stand now or when they land (`0x70ebd0`) with a queued arm replaying after the seed, and the XML `scale=` on a model pane is the model's scale (`CSimpleModel::LoadXML` `0x76cac0`), which the loader had never read (2007); and the pane renders its M2 — every visible pane with a file gets a cell of one render-target atlas at its device size through one orthographic camera, the root at `1280·modelScale·layoutScale` FrameXML units per model unit, the tile's `AnimationPlayer` paused and seeked to the engine's play head, the light black, particles in their own unit (`768·√(a²+1)` per model unit, neither scale), composited as one premultiplied quad at the callback rank; two corrections off the bytes: `OnUpdateModel` fires only with a model installed (`[widget+0x318] ≠ 0`) and `OnAnimFinished` fires once per arm for a looping sequence too (`0x719370`); the loader now applies a `<Model>`'s `file=` at all, which every XML-declared pane had lacked; retired: the minimap ping's byte-measured sprite, since `MiniMapPing` and `WorldMapPing` draw their own file on the pane's clock (2013) - the stance feed fires `UPDATE_SHAPESHIFT_FORMS` only for a list change: the reference fires it at `0x4b28ff`/`0x4b2e43` from learn, unlearn and rank-replace alone, while ours fired on any change of the pushed view, and every fire runs the stock `ShapeshiftBar_Update`, which shows `ShapeshiftBarMiddle` unconditionally past two forms and `Show()`s an already-shown frame — no `OnShow`, no manage pass — so a stance switch or the category-47 cooldown arming and expiring left the middle strip drawn alone over a raised bottom-left bar; castability now rides `SPELL_UPDATE_USABLE` (`0x4b31c0`), active/texture/cooldown are pushed silently and repainted on `PLAYER_AURAS_CHANGED` and `SPELL_UPDATE_COOLDOWN`, the feed ordered before both handler sets so they read the fresh list (2009); and the loot-roll frame waits for its item template (B371): `GroupLootFrame_OnShow` paints once and nothing repaints it, and we fired `START_LOOT_ROLL` on the frame the packet arrived, against a snapshot whose name, texture and quality were still `None` — the reference's `0x61b310` ends in the item-template cache lookup `0x55ba30`, a hit firing the event there and a miss firing it from the arrival callback `0x61b460`, so the feed holds a fresh roll's event until the template answers, with two releases that are ours: a negative answer (a frame that never opens cannot even be passed on) and a 2 s deadline paid out of the roll's minute; `arg2` stays the wire's countdown, as `0x61b430` pushes it (2010) - the FPS journal ships to players: it had registered inside the dev-only `DevToolsPlugin` and been armed by an environment variable, so nothing we shipped could have written a row on the one GPU-bound frame in the corpus, a Steam Deck's at 94 % busy; `/console fpsJournal 1` — a CVar of our own, persisted like every CVar — opens `benilla-config/Diagnostics/fps-journal.csv` and appends one row a second, `0` closes it mid-run, and `WOW_FPS_JOURNAL=<path>` stays as the harness lever; eight GPU columns appended, `gpu_ms` then `gpu_opaque, gpu_static, gpu_transp, gpu_glow, gpu_post, gpu_ui, gpu_other`, read off bevy's `RenderDiagnosticsPlugin`, which times passes where the device offers `TIMESTAMP_QUERY_INSIDE_PASSES` (Vulkan and DX12) and leaves the cells empty on an Apple GPU, empty being the honest value; `static_gx`, the four `ffx_glow_*` passes and `ui_gamma_decode` open diagnostic spans so a city's own draw is named in the split; a fresh file opens with the adapter, backend, driver and `gpu_spans yes|no` line; and a probe's `/console` line, which skips the stock `ChatEdit_ParseText` and had landed in a parser arm that knew only `reloadUI`, now forwards to `ConsoleExec` and writes a CVar the way the typed line does (2008) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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9bf64e1a6b |
the minimap and world map go stock, and the chat loses its white plate
- the minimap cluster and the battleground list are the reference's own `Minimap.xml` and `BattlefieldFrame.xml`, ours deleted, and the sixteen engine names the static probe found unbound are built, not stubbed: the battleground list and queue family (the as-group join refused client-side with no packet when the map's `MaxPlayers` is below the group), the bodyless `CMSG_BATTLEFIELD_STATUS` on world enter — benilla never sent it, so a queue joined before a reconnect was invisible — the 5.5556 yd `BATTLEFIELDS_CLOSED` leash, and the meeting-stone pair over the `0x295` five-way table with both asymmetries; the ping's lifetime is the stock Lua's now (held 5 s, faded 0.5 s), `GetPingPosition` answers two numbers always — our nil was a Lua error on every frame of the stock `Minimap_OnUpdate` — and the map-change drop the reference never had is gone (1974)
- the world map is the reference's own `WorldMapFrame.xml`, our transcription deleted; built for it: the arrow-frame family (an anonymous `Model` child at its 33.6 px footprint, drawn app-side as the minimap's own arrow sprite through one shared constant), the battleground position family over `MSG_BATTLEGROUND_PLAYER_POSITIONS` both ways (the reference's 5000 ms request throttle), and `GetPlayerMapPosition` resolving `raid1..raid40` where it knew only the party (B320); `SetupFullscreenScale` — the engine binding `0x48c270` the map's and the cinematic frame's OnShow call, which our map had stood in for with Lua — is bound to the carved law `min(0.75 · aspect, 1)` off the configured aspect, written through the frame's own `SetScale` (1.0 at 4:3 and wider, 0.9375 at 5:4); a hovered POI writes the map's own area label, not the tooltip; named gap: `WorldMapPing` draws nothing yet (1980, 1981)
- the tutorial frame is the reference's own `TutorialFrame.xml`, over a tutorial system benilla never had: two bit banks filled from `SMSG_TUTORIAL_FLAGS` — the fire-once bank `TriggerTutorial` reads and sets (never a send) and the acknowledged bank `FlagTutorial` writes and sends; there is no tutorial CVar in the binary (210 `CVar::Register` sites censused), so "disable tutorials" is every bit acknowledged; the sites this app can produce are wired (the world-enter Welcome cascade, the level-up arm, item pushes, the loot sparkle, the meeting-stone and battleground arms), the rest named; the loader learned `<TitleRegion>` — the stock frame's drag handle, a region that emits no quad; and the `TabardModel` widget kind arrives ahead of its window, five ints bounded by the `.rdata` table `{170, 17, 6, 17, 51}` and the constant 100 000 tabard cost (1976, 1977)
- the chat window drew as an opaque white plate: the chat-cache loader, gated on `InWorld` alone, restored into the boot VM 130 ms before the deferred entry load filled it, and its per-VM memo then blocked the restore that would have reached the real frames — the plate the stock Lua tints black stayed the XML's white; between the entry edge and the load there is now no VM in the world (the edge parks the boot VM, the load takes it back), so no in-world feed pushes into a VM with no interface; the perf pill reads `59 fps 7.0 ms 17.3 cpu` — the MAIN thread's milliseconds in full text and the process-wide sum dim, because the sum of every thread's CPU time had been read as a frame time (a raid read 17 on it at a solid 60 with the main thread at 7); and `WOW_PROBE_UI_ONE_TEX=1` is a pricing lever, never a look, for the draw-count ceiling a UI atlas would reach before one is built (1978, 1954)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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404708859a |
every dialog is the reference's own, and the trainer loads on demand
- every dialog is the reference's own: `StaticPopup.xml` + `StaticPopup.lua` load off the player's chain, and 0308's engine with its 37 dialogs leaves `UiPanels.xml`; all 76 of the reference's dialogs are the stock table's, 28 of which no file of ours had ever registered (the resurrect family among them); the nine hidden listener frames that existed only because benilla once had no `UIParent_OnEvent` come home to it verbatim from UIParent.lua, and the seven files that were nothing but a dialog and its driver are deleted; what the swap surfaced: the reference capitalises the countdown's unit word ("5 Minutes until release") where ours had lowercased it, and ESC in the typed delete confirm's box is swallowed — the entry names no escape handler; arms for events this engine never fires (PLAYER_SKINNED, TRADE_REQUEST) wait on their feeds rather than being armed blind (1960)
- the social window and the unit menus are the reference's own files: `FriendsFrame.xml` loads off the chain and our transcription is deleted — its twelve dialogs re-homed, `FRIENDLIST_SHOW` fired as the answer to an explicit `ShowFriends()`, and `Get`/`SetLookingForGroup` a client-side flag until their bodies are carved; `UnitPopup.xml` loads off the chain, our row catalogue and its driver frame go, and nine verbs are built for it — `HasFullControl` off the player-control flag the reference reads at `0x51a158`, `UnitPlayerOrPetInParty`/`InRaid` over a new unit owner, and the six pet one-shots, each pressing the bar's own reaction or command slot word through the same latch and `CMSG_PET_ACTION`, confirmed by wow-re's carve; the Guild Leave/Promote confirms 1958 believed nothing registered were our social file's all along, and the duplicate went with it (1958, 1959)
- the trainer loads on demand: our `TrainerFrame.xml` is deleted and no row replaces it — `Blizzard_TrainerUI` loads off the player's own chain through the reference's `ClassTrainerFrame_LoadUI`, and the LoadOnDemand `Blizzard_*` addons are registry rows read off the chain; the timing IS the mechanism: the list builder writes the state-filter mask to 3 on every `SMSG_TRAINER_LIST` (`0x4d75d9`) and the stock addon pushes its saved filters exactly once, on its own ADDON_LOADED — which fires on the session's first trainer, after that packet, so the saved filters win that open and an eager load would never have applied them; the loader holds an anchor to a sibling not built yet and applies it once the subtree exists; and `UNIT_FLAGS` fires only on a change between two snapshots — wow-re's trio found the per-field watch bridge runs no notify pass on the create leg, correcting 1953 (1957)
- the additive window, built and withdrawn the same hour: under `BLEND_ADD` every additive particle draw commutes with every other, so same-key additive draws can be regrouped exactly — built in the effect lane's merge walk and measured on the crowd rig (Stormwind, forty partybots): the adjacency merge already folds about half the effect items and the regroup found two more folds in a frame of ninety-three, so the pre-regroup walk is what runs; what stays: an `fx=` items/merged census on the FPS probe line, a `DRESS_PART` line per drawn part of the self body on the dress census, and the regression the A/B uncovered: 1948's stock chat migration dropped the drain's plain-line sender, so every `WOW_PROBE_CHAT` rig — the crowd rig's forty `.partybot add`s among them — had gone silent on the server; a probe's slash-less line reaches the wire as SAY again (1955)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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2ec92beeed |
the chat and spellbook go stock, and hidden props park their meshes
- the chat window is the reference's own `ChatFrame.xml` and `FloatingChatFrame.xml`, run off the player's chain; our 2216-line transcription is deleted, the feed fires `CHAT_MSG_*` and the reference's `ChatFrame_OnEvent` prints — no app-side composition into the windows, no routing table, no whisper chime or flash of ours, and the transcribed edit-box machine (sticky type, tell ring, Tab cycle) retires with it; the verbs the two files call are built to the bytes — the whole `0x98` chat-window record and its eight verbs, the 94-entry chat-type colour registry, the language walk, the channel verbs as a command queue, the slash handlers' emote/roll/assist/uninvite/console/logging verbs; `chat-cache.txt` is written and read in the reference's whole grammar, the 68-entry message-group table in flag order and the no-file boot included, and the chat bindings and macro lines run through the reference's own arms (1948) - the spellbook is the reference's own `SpellBookFrame.xml`; our 965-line transcription is deleted, and two quirks it reproduced by hand (the pet page ignores its page number, its arrows write the spell book's counter) now come from the reference's lines; one adapter remains because the reference's autocast shine is a `<Model>` that draws no pixels in this engine — the script puts the token-texture shine beside each button's model and carries it with the model's shown state; the nine spell-slot bindings (`GetSpellName`, `CastSpell`, `PickupSpell` and their kin) now parse their arguments the way the reference's shared marshaller `0x4b3ec0` does — a numeric arg 1, a mandatory arg 2, the index gated to [0, 0x400) with "Invalid spell slot in <Verb>" on a miss, "pet" matched without case — where ours raised mlua's own message on a negative id, answered nil for 0 and above 1024, and read the wrong book for "PET" (1952) - a long-hidden world model part parks its `Mesh3d`: the entity path keeps the batches the retained pass declines resident — 5.3k hidden submeshes at any instant at the Stormwind auction house — and Bevy's sweeps walk every `Mesh3d` whether it draws or not, so a part parks after 30 consecutive hidden frames and unparks the frame its verdict turns visible; every world model part takes part, units' bodies included, while a booth's mirror parts stay out; interleaved pairs read an alone Stormwind 0.1–0.4 ms lighter, and `WOW_NO_MESH_PARK=1` is the A/B; the audio thread's realtime class was the standing suspect for the raid's `cpu_p99` spikes with sound on, and `WOW_AUDIO_NO_RT=1` across two interleaved Blackrock pairs read no difference, so the lever stays as an instrument (1949); and a no-merge prop batch now says which rule declined it — animated (1551 at the auction house) or transparent, not order-free (340) (1951) - the probe reads CPU per thread across its window (user and system split, because a user-mode sampler never sees kernel time) and the main thread's CPU inside the app's frame beside its whole-frame CPU; together they place the vsync tax every player pays by default — cpu_ms 10.7 uncapped against 12.5 under vsync, alone in Stormwind, with no system growing and no thread spinning: it lands on the main thread, in user time, inside the schedules, the same systems each running slower, and a low-priority spinner holding one core busy erases it to the last decimal (vsync + spinner 10.18 against uncapped 10.17), which is frequency scaling — under vsync the cores idle deeper between frames and the next burst starts at a lower clock; nothing in the client is the cause and nothing in the client changes for it (1950) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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3baf0c1750 |
Linux and Windows get their sound back, and emotes refuse while moving
- every build off macOS has been silent since the 09-02 snapshot (B356): the non-macOS device layer was a stub that opened nothing, and nothing had ever compiled the client for another target; that layer is now the same output stream over cpal — one seam, not two stacks: the ring, the render thread and the rebuild-on-device-change loop are one code on every platform, only the device file differs; the audio thread never allocates, a lost or changed default device is noticed at kira's own cadence, and realtime is `SCHED_FIFO` on unix and MMCSS "Pro Audio" on Windows, either refusable, the ring turning a refusal into a degradation; and the two instruments this bug says were missing exist — a Linux and Windows cross-compile under `clippy -D warnings`, and a live output test that opens the real device and asserts the ring never ran dry, because compiling is not sounding (1920) - an emote that requires standing still now refuses on the move: `CheckEmoteEligible`'s `0x4000` arm writes an out-param that `DoEmote` turns into a red "You can't do that while moving!" and aborts; 20 emotes of 78 can raise the line, read off the shipped `Emotes.dbc`; SWIMMING is not in the mask, so a swimmer holding still emotes fine, and `IsSelfControlled` is TRUE for an ordinary player, so a feared or confused player emotes away happily (1904); and the cast path gains its equipped-item rung — the button greyed and pressing it still sent: the reference short-circuits to "fits" on four gates, not one, the miss being a zero `EquippedItemSubClassMask`, which means no item required at all, and the rung sits above the crowd-control validator, so a player both stunned and missing the weapon is told about the weapon; that ladder has six arms, not three — CHARMED, FLEEING and CONFUSED join (1925) - the quest reward's money is the reference's own widget: the tail of the shared `QuestFrameItems_Update` drives `questState.."MoneyFrame"` through `MoneyFrame_Update`, and the two hand-built coin trios become one `MoneyFrameTemplate` instance each at the reference's anchors, which our coins already used; the progress panel stays on coins, being the required-money flow, not the reward one (1928); and the flight master's `!` joins the questgiver sweep, because the green `!` and the gold `!` are the SAME slot, `unit+0xb2c`, torn down once before both queries re-issue; the mouseover re-ask is refuted — the only taxi-status sender has one live caller — and the two queries are not symmetric: the questgiver's goes out on every sweep, the taxi one only when the unit's key moves or on a full sweep, as the wire shows at Dungar Longdrink: 68 questgiver status queries against 1 taxi-node one (1918) - `GetSpellTabInfo` out of range answers `nil, nil, 0, 0` — the reference returns four values on every path that returns (`0x4b3ce0`), and ours answered a single nil copied from another binding's shape; it matters because stock `SpellBookFrame_OnLoad` calls it unconditionally and then does `id > (offset + numSpells)`, which a nil raises on and (0+0) makes true, hiding every button on the page — the behaviour to match; the argument raises the reference's usage string when absent, and the index truncates toward zero THEN decrements (1931); the perf probe gains a `WOW_PROBE_UNCAP=vsync` arm, because the uncapped present mode is a request, not a schedule — measured, it taxes the number it was meant to pin (11.80 `cpu_ms` uncapped against 14.65 under it), so the default stays uncapped; and the last three test temp paths are keyed on the pid, after concurrent runs raced on one fixed shared file Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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31706821cd |
the combat log's wire completes, and PlayerModel is its own class
- the combat log's last eight wire bodies decode — PARTYKILLLOG, SPELLINSTAKILLLOG, PROCRESIST, SPELLORDAMAGE_IMMUNE, SPELLDISPELLOG, DISPEL_FAILED, ENCHANTMENTLOG, SPELLLOGEXECUTE — each layout read off vmangos's own writer and pinned by a byte-exact golden (DISPEL_FAILED carries no count, the list runs to the end of the body; SPELLLOGEXECUTE's POWER_DRAIN row is (amount, power, multiplier), verified at the client's bytes as well as the server's); with the eleven chat types that were waiting on them, 44 chat types become 55 — 29 sentence families, the death pair and the aura rows riding descriptor diffs because 1.12 has no "unit died" opcode, plus the six trailers ((glancing), (30 blocked), (12 absorbed) and kin) that had been missing from every family; also corrected: the durability-death line was going to the red error frame with hard-coded English, and SMSG_SPELLNONMELEEDAMAGELOG lacked its split-damage branch and its blocked wording
- PlayerModel is its own frame kind: SetUnit, RefreshUnit and SetRotation were published on Model, but they belong to the <PlayerModel> method table (0x84f1fc), and the client's lookup chains derived → base only, so a plain <Model> can never reach them — they got there from a strings scan read as ownership, and a strings hit answers whether a name EXISTS, not who owns it (SetUnit's one pooled string is referenced by the PlayerModel and GameTooltip tables and by no Model entry); the new PlayerModel → Model → Frame → Region chain unblocks CreateFrame("PlayerModel"), which is how pfUI builds every unit-frame portrait — and through pfUI, pfQuest and ShaguDPS
- a nil where a number goes is four shapes, not one law: a census of all 408 widget-registrar entries found 62 numeric positions that validate-or-raise, 43 that gate then stage an alternate, 64 that silently coerce to 0.0 and 5 that gate then store nothing — so SetMaxLetters(nil) completes and stores 0, "no limit" (the argument COUNT is checked exactly, the type is not), and the backdrop colour setters are asymmetric on purpose: a nil r/g/b channel is 0.0 but a nil alpha is OPAQUE, and reading every nil as 0.0 would have turned those borders transparent; both setters now also quantize ×255 into the packed 0xAARRGGBB byte quad the client actually stores, so 0.09 reads back as 23/255
- two more addon-killers: LIGHTYELLOW_FONT_COLOR_CODE was the one missing line of Fonts.xml's seven-line colour block (aux-addon concatenates it at file scope and died on its own first line), and the guard now enumerates the whole block l.4-20 instead of the names an earlier round had noticed absent; and the unit frames publish the reference's names — 1.12 has no *PowerBar anywhere, every bar is ManaBar and the colour table is ManaBarColor (8 of the top-20 addons read it by name), so ManaBarColor is the published table our own bars index into, with 22 more regions renamed to the reference's own
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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dc779b3017 |
a failed dial says which failure, and the sword reads the at-war bit
- "Unable to connect" now says which: an address that does not resolve reads the reference's "Invalid Login Server", a resolved address nothing answers on reads "Login Server Down", and each names the `host:port` actually dialed — resolution and connection are two operations now (a DNS failure surfaces as `Uncategorized` on macOS, so no error kind could tell them apart), and every address a name carries is tried, `localhost` → `::1` then `127.0.0.1` included - a typed wrong password shows the login dialog instead of exiting the client, and the two auth-result enums — realmd's and the world server's — are split so a code is read against the family that sent it, with the world server's own refusal text shown for its codes - the world cursor's fork is `CanInteract` and `CanAttack`, not a reaction-rank threshold: a Cenarion Circle NPC with no gossip showed the sword at neutral (and TAB acquired it, and right-click attacked it) because one predicate implemented twice read the standing where the binary reads the at-war bit in the player→unit direction; one byte-verified `CanAttack` is shared by the cursor, TAB, pet attack orders, `UnitCanAttack` and the action-button usable gate, the service ladder falls out to a plain pointer instead of the attack leg, and `/reaction` prints the at-war bit and the branch verdict Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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26fb25a3f8 |
the colour wheel draws, chat windows move, and the minimap ping returns
- the colour picker can pick a colour: the hue disc and the value strip are engine-generated pixels (no BLP in the chain is a wheel), reproduced from the reference's own lattice — a hard-cut circle at a literal V = 1.0, the brightness marker moving over a disc that never dims - chat windows move and resize once unlocked (Lock/Unlock Window on the tab menu; the reference's own 296×75 to 608×400 bounds), the border textures doubling as the grips, and the placement is remembered per character in benilla-config/layout; both windows ship locked, as 1.12's reset leaves them - the minimap ping is back and pinned: one world point the engine draws, the click converted in the right unit (the old path was ~27% off at 1080p), and no 10-yard auto-clear — that was the gossip marker's rule, and walking to your own ping was deleting it - the Lightwell can be clicked: a billboard card is a world root with no parent hop, so the hit resolved to nothing and the whole shaft published a null mouseover; casting a hunter shot chains Auto Shot through `Spell.dbc`'s modalNextSpell column (the mechanism nobody had read — the next snapshot carries the seam that makes it fire in play); tradeskill list rows stop tooltipping (that hover was ours, not Blizzard's), and OnMouseUp goes to the frame that took the press Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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3d10e7415b |
the target-of-target frame, and talents can be unlearned again
- the target-of-target frame and its option: 1.12's frame with its five display modes, fed one hop off the selected unit's own target field through the same read `/assist` runs, in four feeds (snapshot and transitions, the debuff buttons, the portrait booth, TargetUnit's click arm); ships off, as 1.12 does, on its own pair of saved globals - talents can be unlearned again: the trainer's `MSG_TALENT_WIPE_CONFIRM` had no handler since the wipe flow was deferred, so the gossip line closed the menu and did nothing — the question is an NPC session (walking away retracts it), the popup shows the cost on the StaticPopup money variant, Accept answers it behind the client's own purse check - Sprint's sparkles hang in the air behind you along the trail instead of collapsing into your torso: ride-vs-trail is the emitter's own file flag 0x10, not the host class — the finding wow-re returned eighteen days ago and nobody folded; the particle dump names the two flag bits it had been mis-reporting - `/sleep` takes both movement masks (the strictest posture), correcting the day's sit gate which let you lie down on a lake bottom while `/sit` was refused; a Lua-driven selection (TargetUnit on an attackable token) starts the swing exactly as a click does, through the one select path Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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5c44704ac4 |
the combat log speaks, and the swim line follows your native form
- the client synthesises its combat-log chat lines: 44 chat types over 34 GlobalString families from 7 packets, the reference's own four hops (classify both endpoints → chat type → string key → format), text resolved out of the player's own GlobalStrings — so damage meters and Quiver's TranqAnnouncer have something to parse; wow-re's byte round corrected six gates (owner is charmed-by then created-by, "party" is your subgroup, friend-or-foe is CanAttack, the range gate, the miss defaults, the damage-shield chat type) - the collision prism follows the NATIVE display, not the rendered one: a druid in bear form keeps the druid's swim, splash and wade lines and a morph keeps the human's — worst divergence on shipped data 0.72 yd (tauren moonkin), the sign flipping by form - the creature swim gate is on both legs: a unit that loses its flag mid-water is driven out of swim at any depth, as the reference drops a charmed creature to the seabed on the next tick Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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0d7563b581 |
the raid tab lands, and sounds take the reference's voice buses
- the social window's fourth tab, Raid: the eight-subgroup grid over the roster, drag a member between subgroups, Convert To Raid, promote / demote assistant, uninvite, Ready Check with its popup, and the Raid Info flyout on the new `CMSG_REQUEST_RAID_INFO` / `SMSG_RAID_INSTANCE_INFO` wire (byte-golden against vmangos, an empty answer decoding as an empty list); `raid1`..`raid40` unit tokens, and `/partytest raid` stages a roster for a solo look - an imbue pressed with an empty weapon hand says "Your weapon hand is empty" instead of raising a cursor — the attribute bit has two readers in the reference and the second is the error (corrects the day's first cut) - sounds route onto the reference's own voice buses with its per-bus caps (the 0x87ce60 table, pinned as bytes): weapon impacts and clangs share four voices, footsteps six, the attacker's grunt one, the victim's injury two — so a pack swinging together makes about a dozen voices where it made dozens Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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838bc1fb0c |
the login theme rides the loading screen, and the mix gets a limiter
- the login theme no longer cuts off the instant the loading screen appears: it plays through the whole load and hands over on a 3 s fade once the world is ready, as the reference does — the stop sat on the same edge that raised the cover, and the reference never calls its music-stop on the enter-world path at all
- the mix had no headroom: every WoW sound is mastered to full scale, so five party-wide Fortitudes in one frame asked for 5× and clipped hard ("dirty, like a speaker breaking") — a stereo-linked look-ahead limiter now holds the output, a meter reports the peak the mix asked for, `SoundOutputLimiter 0` A/Bs it, and the 3D voice ceiling is named at 512 instead of inherited from the backend at 128
- a shaman's Rockbiter / Flametongue / Frostbrand / Windfury Weapon casts straight onto the equipped weapon on the press — no item cursor, no click — the reference's own `Attributes & 0x200` read; stones, oils and poisons still raise the cursor
- the nameplate category's player arm is pinned to the bytes (CanCooperate is faction-group-mask equality) and `/reaction` prints the one number it turns on: a GM-mode character plates as an enemy on a test realm because faction 35's mask is zero, exactly as 1.12 does
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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dddf16e963 |
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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6ec7cc915b |
ReloadUI works, and a building's lights obey their rooms
- ReloadUI() tears the UI down and rebuilds it in place without leaving the world — the reference's own pair, one frame apart - a model's particle clouds and ribbon trails are admitted by one rule — distance, far clip, frustum, window, room — and a building's light sources ride their rooms too, so torches stop lighting receivers through walls - a mouse-wheel notch is a press and its release, dispatched in the same frame as the reference does - the binding registry is checked against the install's own Bindings.xml and DefaultBindings.wtf, so its transcribed defaults cannot drift silently Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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aaf4c07ab1 |
zone channels wait for the world, and end with the character
- the zone-channel walk waits for real ground under the player, so login stops joining and leaving channels for zones you were never in - the channel session ends with the character: a character switch no longer replays the old channels into the new session - emoting at yourself goes out untargeted — "You wave.", exactly as the client sends it - a body that is not in the scene casts no shadow, names nothing and cannot be clicked; and being attached to a body is not the same as being allowed to move it Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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7ac19125ab |
addons talk to each other: the addon message lane, both halves
- SendAddonMessage sends on the real 1.12 lane — an ordinary chat message wearing the addon-language sentinel — across the party, raid, guild and battleground channels, byte-verified in the client binary - the receive half fires CHAT_MSG_ADDON with the client's own four-argument shape, and the two halves are round-tripped against each other so they cannot drift apart silently - the `|`-escape scan is carved from the binary: colour escapes inside a message survive exactly as the real client allows them Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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44ff435304 |
the addon arc: the AddOns folder opens
- benilla loads real 1.12 addons from Interface/AddOns — TOC, XML and Lua through one loader, with per-addon saved variables, Bindings.xml and the lifecycle events addons expect - both AddOns screens are in: the character-select list with per-addon enable state, and the ESC menu's in-game list - the API surface is measured, not guessed — a corpus harness runs hundreds of real 1.12 addons and ranks exactly which globals, templates and verbs they demand - the Lua dialect is the client's own, read off the binary — 5.0 semantics with the 1.12 additions, and UI source files are bytes, not UTF-8 Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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bfb3e3addc |
the player build: one binary that carries its content
- a player build ships beside the dev one — dev chords and probe surfaces go dark, and a gate enforces what a player can still reach, by medium not by module - the binary carries its own shaders and its shipped UI, finds the WoW folder by itself, and keeps its local state in one benilla-config folder - the glue screens get a capture shutter, and the engine stops depending on the protocol crate Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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bdef9cd790 |
benilla-world: the engine becomes its own crate
- the world engine splits from the game into a benilla-world crate — 112 files, and the wall is ratcheted to zero names of the game inside the engine - the engine's public doorway is counted and gated at 32 items, and the render materials, shaders and asset cache move down to benilla-assets - the game's files leave the engine's asset root — game:// is its own space — and a spike binary boots the engine with no game attached - weather rides along: snowfall emission is denominated in the reference's frame cap, and a long teleport retires the stranded precipitation field instead of leaving it behind Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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ff1524f85f |
key bindings become real, and the pet knows when to refuse
- every rebindable key runs through one chord-to-command engine, set in the era Key Bindings window, and buttons show their real keys - a spell aimed at the ground sends its projectile to that spot, arcing to the point instead of a target - a pet ordered onto something it can't attack refuses cleanly, and its frame shows the happiness face read from the client's own data - a window's tabs clamp to the drawn edge and highlight exactly where they sit Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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3b6975fdef |
the pet gets its frame, flooded rooms fill, and macros really fire
- the pet gets its own unit frame beside yours, and an Attack order no longer latches as the standing command - five rooms that always read bone dry hold their water now, the Deeprun Tram's flooded stretches among them - macros fire through the client's own chat door, and the macro window fits its tabs and scrolls its icon chooser - the options window grows a Nameplates page and its first dropdown, and the name-display switches apply live in the world Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |