- the mount transition re-seats the rider instead of rebuilding them: shield glows, weapon enchants and worn visuals stay lit through mount and dismount
- an enchanted item's tooltip carries its enchant line, coloured per slot, with a temporary enchant's countdown
- a server refusal with nothing to say now says nothing: the raw "Inventory error" debug line is gone, real refusals still print
- the mail icon clears when you close the mailbox, and translucent models classify against the water plane
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Area triggers exist now, so portals work: every teleport pad, dungeon entrance
and enter-a-place quest volume reports the reference's own way — one exit latch,
first containing volume on the map wins, a sphere or a yawed box. Verified live:
Rut'theran to Darnassus, the Deadmines worldport, and a level-gated entrance
refusing with the server's own "You must be at least level 10 to enter."
- GameObjects animate. Every animated object arms its idle the moment it goes live
(doors and chests used to flash bind pose for a frame), a missing rest pose is
remapped the way the reference remaps it instead of playing nothing — the
Ahn'Qiraj gate's root tangle stood frozen for want of a Closed clip — and the
state machine covers the verified twenty of thirty-one object types instead of
three: fourteen hundred spawns' worth of traps, goobers, books and questgivers
now change pose off the wire.
- The flickering tent is still. Cloth you can see from both sides is authored as
two reversed copies of the same sheet, and the real client backface-culls each
copy from its wrong side so exactly one covers any pixel; we drew every building
batch two-sided, which left the winner to floating-point noise, flickering while
the camera crept. WMO materials now honor their cull flag.
- A sweep of long-standing visual bugs: effects respect the far-clip wall — a
ferry's deck lanterns were drawing from 7,000 yards away; the night-elf eye glow
goes out in first person instead of leaving two orbs burning in mid-air; the
goblins' stray white hair tuft is gone (a duplicated table key resolved last-wins
where the client scans first-wins); lava and slime finally have their own
submerged view — the dense fiery orange and dense green of the real thing, off
two fixed lighting rows nothing in the zone data points at; and the far-horizon
band overlaps the detailed terrain instead of leaving a strip of sky at lowered
view distance.
- Two caught at the keyboard: the backpack icon greys instead of vanishing while
the escape menu is up, and the world map is a real panel now — it can no longer
open over the menu, and ESC closes it first like everything else.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- The social window: friends, ignore and `/who`, in the reference's own two-level
arrangement with its inner tabs and per-row right-click menus. The lists ride the
real wire — guid-keyed with no names, resolved through the name cache, and capped
at 50 friends / 25 ignores because those are the client's own caps — and the
ignore list does its actual job: an ignored speaker's chat is dropped silently, a
whisper additionally tells the sender, and a duel challenge is auto-declined.
Guild ships as a disabled tab, which is what a guildless character sees.
- The escape menu: ESC's last rung finally opens something. The game menu lands at
the reference's own size and ladder, and leaving works — logout and quit with the
server owning the clock (instant at an inn, refused in combat, or the 20-second
countdown), narrated by the real camp/quit dialogs. While the menu holds the
center nothing else opens, and the bag bar greys out under it.
- Items on the action bar act like items. An equipped trinket was a dead button;
the reference's use law is two stages — not equippable means use, equippable and
already worn means use in place — over its exact search order (equipment first,
then the bags, then the backpack, then the keyring; never the bank). What can go
on the bar is now the reference's own two filters, byte-read: an item with an
on-use spell or one you can equip, and no passive spells — and dropping a passive
there speaks the real client's own line, "You can't put a passive ability in the
action bar."
- A quest-starter item opens its quest instead of "The item was not found." The
question goes to the item's own guid, never through item-use — which the server
refuses for every one of the 215 quest-starter items — and refusing the quest
says what the client says, then closes the window.
- For the toolbox: a pixel pick that reports everything under the cursor all the
way back, a lens that says which render phase a draw landed in, and switches that
separate "discarded" from "lost depth" from "never drawn" — built while cornering
a flickering tent, whose fix ships in the next snapshot.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>