Commit Graph
42 Commits
Author SHA1 Message Date
gromandClaude Opus 5 3bbd99ebaf The slam macro, end to end through the path the game takes
He re-tested and it still never casts Slam, so I drove the whole thing rather
than the conditional: `UseAction` on a macro slot → `run_macro` fires
`EXECUTE_CHAT_LINE` per line (`0x4f14e0`) → the stock ChatFrame sends it through
its edit box (`ChatFrame.lua:1343`) → `ChatEdit_ParseText` finds
`SlashCmdList["CAST"]` → CleveRoids' hook → `GetParsedMsg` → `DoWithConditionals`
→ `Keywords.noslamclip` → `ValidateNoSlamClip` → `CastSpellByName`. On his own
interface, with his own 2.70 s weapon and Battle Stance, the line casts **Slam**
at the top of a swing and **Heroic Strike** 1.6 s in — which is the assertion the
old test never made, and the reason "the conditional answers true" meant nothing.

Three things came out of the drive.

**The load-time latch is worse than I wrote this morning, and it is what he is
seeing.** `GetSlamWindowPercent` reads SP_SwingTimer's `st_timerMax` cache, not
`UnitAttackSpeed`, so the `ADDON_LOADED` latch decides the window for the whole
first fight: the stand-in gives (2.0 - 1.5)/2.0 = **25%** against his weapon's
44%, while `st_timer` is still 0 so the swing reads **100% elapsed** — and
`[noslamclip]` is false with nothing said about it. Before the stand-in it was
false *and* printed "requires SP_SwingTimer" once; the fix traded a visible
failure for a silent one. Both states are pinned in the test now.

So the sheet is **seeded before the addon walk**, beside the roster record and
unit snapshot that are already seeded there for the same reason
(`ui_char::seed_combat_stats`). A `/reload` — and anyone mid-fight — now latches
the real weapon. A fresh login still has no self store (the create block has not
arrived, which is why the record comes off the roster), so the stand-in stands
there and heals on the first swing.

**And the stand-in now says so in the log.** One line per VM per token, through
the channel `/errors` lists: a combat-stats verb answering for "player" before
anything pushed that unit's sheet. One such read is expected at load; what the
line is for is the case where it never stops, which no test of the verb can see
because every one of them seats the sheet first. `UnitAttackSpeed` reaching Lua
with the store's own `UNIT_FIELD_BASEATTACKTIME` is now asserted through the real
`feed_char`, which is the test that was missing underneath all of this.

The dual-wield road is pinned too, because it is the one shape that can strand
the main-hand timer: `CheckDamageSource` returns "MAIN" on line one for a
two-hander and never runs its arithmetic, but dual-wielding it weighs the hit
against `UnitDamage`'s ranges scaled by the target's armour — and
`UnitArmor("target")` is 0 on any 1.12 client, ours included, because another
unit's resistances are not public. Every hit then reads UNKNOWN and falls to
`ClosestSwing == true or HeroicStrikeQueued()`, whose first half compares against
a *function* and whose second is true whenever this very macro has queued a
Heroic Strike — and `ResetTimer(true)` refills the **off-hand** timer while
`st_timer` runs to 0, where the elapsed read is 100 for good. That loop is the
addon's own and reproduces on any client; what we must not do is enter it when
the player is two-handed, which is `has_offhand` alone, and his combat log says
two-handed: 2.70, 2.71, 2.72, 2.68 between consecutive hits, with no 0.2 s
off-hand pairing anywhere.

189 failures, unchanged, no regressions.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
2026-10-29 17:33:31 -06:00
gromandClaude Opus 5 b652c90a4b app+ui+protocol: the four measured-out names, and the unit descriptor by name
Each of these had a reason for being out. Each reason turned out to be
answerable, and two of them were simply wrong.

`GetSpellPower(school)` is **delegated to `GetSpellBonusDamage`**, which
this client already answered — one number under two mods' names, as
SuperCleveRoidMacros says itself ("Reads the same client field
nampower's GetSpellPower does"). Delegating is the only way to guarantee
they cannot drift, and the test asserts equality across all seven
schools and the off-range values rather than a literal. The earlier
"needs a descriptor band fed" was wrong: it was already fed.

`GetRaidTargets()` is the 8-slot **board**, now pushed beside the party
roster. The earlier reason was right about the scan it rejected and
wrong about the alternative: `GroupState::raid_targets` is the
reference's own table and copying it costs eight words a push. A mark
with nothing on it is absent, because a zero GUID is a string that
passes `if t[4]`.

`LearnTalentRank` is one `LearnTalent` press per missing rank, which is
what a player clicking the button does. The earlier reason — the burst
cannot be checked before it is sent — is true and is not a reason to
withhold it: the check that matters is the server's and the client has
never had another. What can be checked locally is, so a rank already
held queues nothing and one past the maximum is clamped.

`GetUnitData` is the whole descriptor, from a new raw block on
`UnitState`. The earlier reason — "a decision about which fields" — is
now a table of seventy columns under the DLL's own names, read off its
string pool in UnitFields order; `GetUnitField`'s scalar half reads the
same block, so the two cannot answer differently for one name, and a
test walks the table asserting exactly that.

**The indices are derived and the derivation is checked.** Only thirteen
`FIELD_UNIT_*` constants existed here; the rest come from 1.12's block
sizes. Those thirteen span index 22 to 147 and every one lands where the
layout puts it — thirteen independent confirmations, run as a test
rather than asserted in a comment, with two more that no columns overlap
and that nothing falls inside the aura blocks' 47..=124.

Three decisions at that mapping:

- An unstreamed column is absent, not zero. `ObjectFields::at` is
  `get_raw`'s strictness rather than `get_u32`'s absent-is-zero
  convenience: `health = 0` for a unit whose health has not arrived is a
  number a caller divides by.
- `aura`/`auraApplications` come from the filtered per-unit aura list,
  not the raw slots — the same place `GetUnitField` has always answered
  them from. An unfiltered second answer would be a different unit by
  the same name.
- `status` and `zoneId` are left out of nampower's seven computed
  columns: nothing says what `status` is a status *of*, and a zone is
  only knowable for the player. The other five are filled by the caller,
  which knows them.

`SpellRecValue` is now `RecValue`: it serves both record readers, and a
second copy of the same four shapes would drift.

58 of 62 registered names. The four left are `DisenchantAll` and the
queue trio.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
2026-10-24 12:08:46 -06:00
gromandClaude Opus 5 56bdd15cfe protocol: read the realm's quest-log slots 21-25
The offsets came out of the realm's own patched `WoW.exe`, which carries
the patch in a PE section it names `.octoql` — 488 bytes used of 20 KB
at VA 0xd26000. `GetNumQuestLogEntries` (0x4df8b0, from
`reference/1.12-shapes.tsv`) begins `jmp 0xd26145`, and the routine the
detour calls at 0xd26000 is the entire contract in eight instructions:
slot against 20, 12 bytes per slot, `+0x28` for the first twenty and
`+0x10C8` for the next five, against the same `%edx`, with a `cmp $0x5`
that is the 25 the realm's Lua also declares.

Both arms index one dword array, so the step between the blocks is
`(0x10C8 - 0x28) / 4` = 1064 and slot 20 is field 198 + 1064 = 1262.
That checks out twice independently: 198 × 4 = 0x318, so `%edx` is the
field array plus 188 dwords, which is exactly `UNIT_END` — the player
block's own base, with `0x28` as slot 0 inside it; and 1262 is
`PLAYER_FIELD_COMBAT_RATING_1`, 1.12's dead twenty-field block, which is
what their `QuestLogFrame.lua` says in prose. Five slots take 15 of
those 20 fields, which is also exactly the run the detour's own
change-poll walks (`cmp $0xf`) before calling the client's
quest-log-changed path itself, those fields raising nothing.

`player_quest_log_field` holds both blocks and every caller already
iterates `0..PLAYER_QUEST_LOG_SLOTS`, so the quest log, the markers and
the probes pick the five up unchanged. The test pins each boundary and
the 1064 step against the disassembly, because every number here came
off a listing and a one-field slip reads a neighbour's counters.

Stated in the doc rather than guarded: a server that wrote real combat
ratings there would show slot 21 as a phantom quest. None does — the
block is dead in 1.12 and vmangos never writes it — and gating this
would mean asking the interface what the protocol should parse.

269 data-gated failures, identical to the baseline, all nine gates green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
2026-10-23 18:16:02 -06:00
gromandClaude Opus 5 aeba81ec2e creature_anim: SuperWoW's LootSparkle, the sparkle on lootable treasure
1.12 sparkles a lootable corpse and nothing else — a chest, a herb, a vein or a
quest object is found by eye. Sparkling those arrived in 2.3.0 ("interactable
game objects sparkle and display their names") and SuperWoW backports it as
`LootSparkle`, which upstream describes as "the sparkling effect on lootable
treasure". So on this install the sparkle appears on mobs and not on objects,
which is what was reported.

`arm_loot_fx` grows a GameObject arm beside its unit and corpse ones, hanging the
same "HARDCODED Loot Art" row (0x13) at the same tag, driven by the same field
edges. The three-way decision is a named predicate with a test, because a corpse
falling into the unit arm would read its CORPSE_* bytes as a live unit's, and
because the switch being off has to answer *exactly* 1.12 rather than
approximately it.

The object test has two arms, because the mod's own phrase is "lootable treasure"
and neither arm alone is that:

- `GO_DYNFLAG_LO_ACTIVATE`, the server's per-viewer bit, documented on its own
  field reader as "the sparkle". But vmangos raises it through
  `GameObject::ActivateToQuest`, so on a chest it means *quest* loot: an ordinary
  chest, herb or vein need never carry it, and keying on it alone risks lighting
  up nothing but quest objects.
- `GAMEOBJECT_TYPE_CHEST`, which is exactly chests, herbs and mining nodes —
  treasure by construction, and a type the client reads without the server's
  help. Excluded when `GO_FLAG_IN_USE` or `NO_INTERACT` is set, so an emptied or
  disabled chest stops sparkling.

Both arms are a judgement about what the mod does rather than a trace of it —
there is no source and no published default — so they are written to be read and
corrected, and the predicate's own doc says which symptom indicts which arm: only
quest objects lighting up means the first is doing all the work, doors and signs
lighting up means the second is too wide.

Defaulted on: upstream publishes no default, and the sparkle is present on this
install with SuperWoW loaded, which is what "as if its own default config loaded"
means for this compat layer. `SetCVar("LootSparkle", "0")` is stock 1.12.

**Not verified in world.** The harness has no scene, so the test covers the
decision and not the rendering.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
2026-10-17 09:04:37 -06:00
gromandClaude Opus 5 81d96af35d Everwood: the HD/OctoWoW line of benilla, imported onto upstream
This checkout had no git history at all, so this one commit carries the whole
of the Everwood work as a single import on top of chairmanpow/benilla-octo's
`main` (706cd71). The two trees have genuinely diverged — each has files the
other does not — so this is a fork point, not a catch-up.

Today's work, which is the reason a baseline exists at all:

- Booth previews no longer cast world shadows (`NO_BOOTH_SHADOW`). Portrait
  characters were entering the sun's shadow cascades, so every skinned-rig
  shadow specialization compiled live mid-frame; the hitch detector logged
  "main thread blocked 1316 ms" beside a `compiled LIVE` warning. This was
  the Fashion/Tmog stutter.
- Per-pane dress-up: each `DressUpModel` pane assembles and stages its own
  tried-on look instead of every pane mirroring the live player.
- Item template cache is append-only JSONL written on the IO pool, replacing
  an 11.6 MB whole-map JSON rewrite on the main thread every 10 s.
- `WOW_SYSTEM_TIMING` rebuilt per-thread: it took 2 mutexes per system enter
  and 4 per exit, costing 15 ms a frame (590 fps -> 60) and corrupting the
  measurements it was taken to produce.
- The visibility-churn sweep moved to its own `WOW_FLASH_CHURN` switch, so a
  frame-cost reading no longer pays 2.7 ms a frame for it.

Local state (`benilla-config/`, `logs/`, `target/`) is excluded by the
existing .gitignore; the account credential it holds is not in this commit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
2026-10-15 15:01:14 -06:00
c03ca1e4be Percentage spell costs use the reference power bases (#646)
Percentage costs took their share of the max pool, so Bloodrage cost 20% of max health. The reference's basis table (`0x612c50`, reached from `GetPowerCost` `0x6e31b0`) reads the caster's fields:

| power type | basis |
|---|---|
| health | base health (`UNIT_FIELD_BASE_HEALTH`, 163) |
| mana | base mana (162) |
| rage | 1000 |
| focus, energy | 100 |
| anything else | 0 |

`cost_basis` now holds that table, and `power_cost_at` reads through it for the tooltip, the press-path gate and the action bar. The spell tooltip's rebuild inputs watch base health in place of max health, for the player and the pet. Tests pin each type's basis, and Bloodrage on real data: "337 Health" at level 60, whatever the gear.

Fixes #604

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
2026-09-30 13:50:40 +07:00
Sam SungandClaude Opus 5.5 05a9be68e5 UnitBuff and UnitDebuff answer for party1-4 and partypet1-4: the live unit's slots, else the roster record's slot-indexed aura block, with UNIT_AURA on each change (#470)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 18:56:24 +07:00
Sam SungandClaude Opus 5.5 1ef11b5bb6 A released player's corpse takes a resurrection: the targeting cursor, the pick and the click bind it as 1.12.1 does (#462)
With Resurrection, Redemption or Rebirth armed and nothing selected, the targeting cursor takes a released party member's corpse: it lights over the corpse in range, and a click casts on it. Before, the cursor stayed grey over a corpse and a click bound nothing.

- **The pick** (`0x480816`, `0x6e6260`). While targeting, a corpse is a candidate only under a word in `0x8600`: under `0x8000` a corpse that is not bones and passes `0x6067d0`, and under `0x200`, tried only without `0x8000`, one that is not bones and fails it. Outside targeting every corpse stays a candidate, as before.
- **The reaction gate `0x6067d0`**: the caster's faction template toward the corpse owner's race template (`ChrRaces`, as `0x5d7120` reads it), friendly at 4 and up. The faction catalog now carries each race's template, and the PvP team loader reads it from there.
- **The cursor**: `0x6e6460`'s corpse leg (`0x6e6719`-`0x6e676d`) with its range tail. `GetMinMaxRange 0x6e3480` pads a corpse like a unit, reading the caster's own reach twice (`0x6e3605`-`0x6e361e`).
- **The click**: `BindTarget`'s corpse arm (`0x6e5f89`-`0x6e6020`), the `0x8000` arm then the `0x200` arm, through the same range merge as a unit (`0x6e602c`). Out of range raises the error and keeps the cursor armed, as the unit arm already does.
- **The wire**: `CMSG_CAST_SPELL` with the corpse bit and the corpse's packed guid, which the client writes for any mask bit in `0x8a02` (`0x7e4e10`) and vmangos reads for either corpse bit (`SpellCastTargetsInfo.cpp:156-157`); `CMSG_USE_ITEM` the same, for Goblin Jumper Cables.

Checked: byte-exact goldens for both packets; unit tests for the pick filter, the cursor verdict (bones, a hostile corpse, out of range, the reach pad), the bind arms from a world click to the sent command, and the reaction gate on the shipped DBCs. Each fails with its piece undone. There is no live run: the probes cannot aim or click in the 3D world. Gates green on macOS; no platform seam touched.

Fixes #450

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

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 14:01:33 +07:00
Sam SungandClaude Opus 5.5 f48f32e741 vmangos citations read in one revision, vmangos core 6b34a36 (#289)
Fixes #32. Every vmangos `File.cpp:N` citation in the crates whose comments have been rewritten now reads in one revision, vmangos core `6b34a36`, the one the comments are written against, a few commits from the server benilla is run against. Some citations had been taken from a newer vmangos checkout, where the lines have moved. #32's own targets came from that newer checkout too, so where this PR and #32 differ, this PR follows `6b34a36`.

- 53 citations in 31 files are re-pointed: most in benilla-protocol, a few in benilla-ui and benilla-app. Each new line was read and is the construct its comment names.
- #32's cases:
  - The root-ack kick is `MovementHandler.cpp:715-722`; three comments cited the falling deferral after it.
  - Movement is discarded before `CMSG_SET_ACTIVE_MOVER` lands at `:291-293`, through `Player::GetConfirmedMover`.
  - The released mover's parting stop is `:955-964`.
  - The mount-special echo is sent with `self` false at `:972`. Whether the sender gets its own echo depends on the server's broadcaster (`Object.cpp:2273-2280`); that is stated once, where the packet is parsed, and the opcode comment points there.
- Ten more citations were a line or two off in every revision. One comment also stated a wrong fact: vmangos's ignoring-you party refusal names the invitee, and the empty name is the raid-convert confirmation's.
- Comment text only. Every file strips to identical code, and `cargo fmt --check` is clean.

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

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 15:55:32 +07:00
SamandClaude Opus 5.5 2a66832215 comments: protocol, the trade, trainer and tutorial messages and the update fields
760 comment lines become 262; the code is unchanged. One doc said the
opposite of its code: corpse_look is None when either BYTES word is
missing, not neither. The ObjectFields doc had drifted onto CorpseLook
and is back on its struct.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-23 20:02:35 +07:00
SamandClaude Fable 5.1 7eea9dcbcf the create screen's clouds move, and every battleground is entered
- the character-create and main-menu backdrop runs its material animation: the clouds drift on their 20, 30 and 40 second loops, which were seeded once and never sampled (2300)
- Arathi Basin and Alterac Valley are entered and censused beside Warsong Gulch, the flag is picked up, and a match runs to its end (2296)
- the animation variation roll is one clock-seeded stream, as the reference's C runtime is, not four streams seeded 0 (2299, 2301)
- a cancelled channel never turns the bar red and a finished one closes on the bar's own clock, now pinned by tests that drive the real packet sequence (2284)
- the field watch fires one edge per moved descriptor dword, from the merge that holds both sides (2297)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-17 16:44:40 +07:00
SamandClaude Fable 5.1 8562fb0ef1 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>
2026-09-17 16:38:59 +07:00
SamandClaude Fable 5.1 b41acbf98a 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>
2026-09-04 20:52:22 +07:00
SamandClaude Fable 5 ddc9e1a5a3 being summoned is a dialog, and a soulstone raises you where you fell
- being summoned becomes the dialog it should have been: the summon request was a name-table entry and nothing else, so a warlock's ritual, a meeting stone and a GM's summon all ended with the summoned player seeing nothing — now the three-field question raises CONFIRM_SUMMON and Accept sends the one guid back; the bytes settled three things a reasonable guess gets wrong: the refusal gate is dead OR ghost and lives in the handler (a ghost's wire health is 1, so the health leg alone lets one through — and refusing before the latch means an ill-timed summon can't silently overwrite a live question), the event carries no arguments because the popup re-reads all three getters every frame (the only way the summoner's name can appear after a cache miss), and there is no decline — Cancel, ESC and the clock running out are all silence plus the server's own two-minute timer; exercised end to end by a two-client live probe, the only thing that can, whose final assertion is that you land in the zone the dialog named
- self-resurrect is one private field and one bodyless opcode: PLAYER_SELF_RES_SPELL carries the stored spell and CMSG_SELF_RES spends it; HasSoulstone answers the Spell.dbc NAME of that spell, because that is where Blizzard put the button text — "Use Soulstone", "Reincarnation" and "Twisting Nether" are the spells' own names — and UseSoulstone sends on the death dialog's second button; a --self-res probe runs the whole arc on the live wire and measured the thing that matters: the field arrives BEFORE the health-zero flush, which is what makes the dialog's OnShow read safe
- the decode's fold-in corrected three claims we were resting on: HasSoulstone has a dead gate that runs FIRST, so a released ghost (wire health 1) loses the button at release rather than the dialog merely hiding; a zero field is not the empty answer — the client walks your carried inventory (gear, bags, backpack, keyring; no bank, no buyback) for an item whose on-use spell self-resurrects, labels the button with the ITEM's name and uses the item instead of sending, the two legs exclusive; and an unresolvable spell id labels the button "UNKNOWN" rather than hiding a self-res the server is holding for you

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:16:13 +07:00
SamandClaude Fable 5 d245535e68 the HUD becomes UIParent's child, and cinematics fade through black
- the transcription had dropped parent= on 72 declarations the reference carries (37 to UIParent, 28 to the action bar's art frame, 7 more), so the HUD was a field of top-level frames and UIParent:Hide() reached almost nothing — which is why a cinematic had to hide the UI at the draw level and then special-case the pointer; both workarounds are deleted and the HUD hides through the reference's own route; restoring only the UIParent half would have been the dangerous part (draw order is one flat sort, so a partial restore lifts frames over the neighbours they carry), and manifest order turns out to be load-bearing — a parent name that doesn't exist yet is silently ignored, so UIParent.xml moves to the reference's own slot with a test that fails if anything declares a child first; the chat still drew over a fly-by after all that, because the reference parents the chat windows on their TEMPLATE, invisible to a name-for-name diff when both sides rename — two declarations fix it, and the sweep that replaces the method loads the whole shipped manifest, fires CINEMATIC_START and asserts the survivors are exactly three: 91 frames visible before, 3 after, and the count comes back on stop
- every cinematic boundary cuts through the reference's 0.25 s fade to black, and the next step hangs on the fade's COMPLETION, not a delay — the shot boundary is exactly where the reference does a blocking terrain load, so a delay-driven cut shows through a hitch and a completion-driven one cannot; and a fly-by now ends into black instead of a ~0.3 s loading cover: the reference raises no cover on that path, it holds black while the ground under the player loads back, so ours holds black while the stream catches up — budgeted, never an unbounded wait
- the death arc keeps its promises across a relog: the body's own state machine now dies with the session — re-entering the world as a ghost used to match no arm of the world-edge machine, so the corpse query never went out and "Resurrect Now" stayed down until the next death; and a corpse wears its owner's guild crest — the corpse descriptor carries the guild field and resolves through the same crest cache a living tabard does, where ours dressed the body crestless
- the char-select ghost gets its body kit: the screen resolves the state kit of the very "Ghost" aura a released ghost rides in the world — tint (140,185,253), alpha 0.5, and the Ghost_state wisp model at the body's attach point, pinned by a golden that decodes the row out of the shipped DBC; the airborne model is corrected before its fix lands — the address six comments called the gravity integrator is really the fall-velocity query, and a knockback is unsteerable because its launch PLANTS the forward bit, not because the arc is airborne (our guard was a velocity proxy, so a near-zero-speed knockback steered from frame 2); and the hover inspect card now decodes a picked part's mesh tag — alpha, rig slot, and both readings of the lighting payload side by side — turning a rebuild-and-two-probes hunt into a hover

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:13:31 +07:00
SamandClaude Fable 5 a6e8929f18 the resurrect prompt is a 40-yard latch, and a corpse names itself
- the "Resurrect Now" prompt was never a click: release sends the corpse query, the position is cached, and a per-frame range check (d² ≤ 1600 — 40 yards) raises CORPSE_IN_RANGE, whose Lua raises the prompt, whose button sends CMSG_RECLAIM_CORPSE — a chain we already ran at exactly 40.0; what we were missing was the bones gate: every one of the reference's three latch writers requires the corpse's bones bit clear as well as ownership, and RetrieveCorpse itself carries no guard at all, so our reclaim guid could have named a pile of bones — the gate is in now, at create and on the in-place flip
- a corpse publishes a mouseover: the "Corpse of %s" name plate and the +64 brighten, applied before the publisher's type switch with no type test — any real body qualifies, owner irrelevant, only a bone pile with nothing to take is dropped — and it fires no event, so UnitName("mouseover") over a body stays nil, here as there; sitting refuses the corpse loot click with the client-local red not-standing error and no send; and the insignia doc is corrected — bit 5 unlocks spell 22027 "Remove Insignia", the corpse's actual PvP flag is bit 2, and there is no skinning of players in 1.12.1
- the size tripwire counts code, not lines: 145 flagged files → 15, because in this codebase the comments are the knowledge base and the tests are the gate — one flagged file was 4357 lines of which 5 are code, another 1566 with ZERO — so the budget (unchanged at 1000) now counts non-test, non-comment source, calibrated so the one split on record that actually mattered still fires

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:12:49 +07:00
SamandClaude Fable 5 6e3a67e039 your corpse answers the mouse, and a cinematic's last holes close
- a corpse is a body you can hover, cursor and click: it enters the same ray pass as units with the winner switched on type at publish (the reference's own shape — one trace over every object), the cursor classifier is transcribed whole (lootable-by-me → the pickup cursor, grayed by range; else the insignia leg behind the learned-skill latch; your own body falls through to the clear), and right-click is "not mounted AND lootable" → CMSG_LOOT; CORPSE_FIELD_FLAGS bit 5 is the PvP insignia flag, not "reclaimable" as an old note had it; the widening also caught that a GameObject anywhere on screen could steal the click from a nearer corpse, and that a left-click on a body cleared your target as if you had clicked ground
- the cinematic sweep closes eleven holes: a shot plays its sequence band's WIDTH, not its end — two shipped fly-bys band away from zero and ran long with their opening frames frozen (the Night Elf intro measured 102333 → 102000 ms); CMSG_NEXT_CINEMATIC_CAMERA announces every shot, the first included — the old "between shots" reading meant it was sent NEVER, since every 1.12 sequence row carries exactly one camera; the ack invariant is stated once (one CMSG_COMPLETE_CINEMATIC per accepted trigger, over-acking tolerated, under-acking never — a dropped ack despawns the world around you until relog); the hardware cursor hides for the shot; and the music cut lands in the frame that starts it — it was one frame late, exactly long enough for a first login's zone fanfare to start under the narration and be stamped as played
- RunBinding exists, and a fly-by stops handing the world its mouse: CinematicFrame's OnKeyDown hands the SCREENSHOT chord back to its binding through RunBinding, a global we never had, so every press during a fly-by raised and took no picture; and the mouse was fully live under a shot — right-drag turned the character, clicks picked targets through the flying camera, both buttons walked the body — so the pointer now reads as over the UI while a shot plays
- AdvanceTime and ReplaceIconTexture are carved off the bytes: AdvanceTime really is a no-op in the reference (its one reachable call is mov eax,1; ret), ReplaceIconTexture is a material swap over a model's type-14 texture slots that stores nothing on the widget, and SetModel(nil) RAISES — the "documented clear" our binding claimed was invented, not read; and the addon roster now says WHOSE package is short when a .toc names files the folder doesn't hold — nine of the corpus's twenty-nine load failures are the addon's own manifest, which the real client also shrugs off ("Couldn't open %s", carry on), so they stop reading as our defects

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 19:55:36 +07:00
SamandClaude Fable 5 4ad8718b2a your corpse is your own dead body, and particles take the room's light
- corpses render: a corpse create spawned a real entity, latched its guid for the reclaim send, and drew nothing — one missing EntityKind variant folded it into the catch-all and four downstream lanes then failed by default, not even the debug cube fired; the reference forks once, on the bones flag: a fresh body builds a character composite from the corpse's OWN appearance bytes and 19 item slots through the same compositor a living player is dressed by (its own hide-helm/hide-cloak bits honoured, the ranged slot never dresses, and weapons never dress because the client looks a packed display word up as a guid — we reproduce the outcome, not the dead lookup), while a bone pile takes its race and sex's DeathSkeleton, sixteen of which ship; the pose is one settled arm — Dead, or Drowned when the body lies more than 0.66666669 yd under a liquid surface — and a corpse is not a unit, so clicking one no longer sends a selection for a guid no unit owns
- a lit particle takes its MODEL's committed light node, not the sky's: indoors the reference lights an object's particles from the object's own node — the footprint's baked floor colours on the fixed interior axis plus the room's placed lights — never the day/night sun; a particle quad carries exactly one normal, world up, one constant per draw, so the whole node collapses to three floats, published off the same fold the model's mesh renders from so a mesh and its own particles can never disagree about the room they stand in; in Onyxia's Lair the 78 lit falling-rock emitters on the 26 anchors that classify interior now take the room's light
- and that lit lane is FIXED FUNCTION, not the mesh's soft SH curve: the shipped client null-binds both shader slots for a particle batch and re-zeroes the shader mask at the head of every batch, so a model and its own particles share the same committed light words and legitimately differ in the curve applied to them — the mesh's wrapping lobe against the hardware's max(N·L, 0) is 0.900 vs 0.869 on the key axis, up to the three nearest room lights arrive diffuse-only under GL's own 1/(0.7d + 0.03d²) falloff (a light at or below the emitter cannot reach it at all), and the clamp sits on the product, never the multiplier, because it is GL that clamps the lit vertex colour
- the cinematic letterbox has no aspect test in it: CinematicFrame.lua's if guards a recompute, not whether there are bars — below 4:3 the reference's bar textures simply stand at their declared 1024x128 on the client's native 1024x768 sheet, which is height/6, the same formula evaluated at exactly 4:3 — so one expression covers every window shape, min((h − min(w/2, h))/2, h/6): a 2:1 picture when wide, bars at 4:3 too; and a shown keyboard frame swallows EVERY key, not the ten names the host used to feed it — you could walk around underneath your own intro; the proof is the reference's own handler, which has to RunBinding("SCREENSHOT") by hand to get one key back; ESC still skips, and a W already held when the shot starts keeps running, which is faithful too

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 19:49:15 +07:00
SamandClaude Fable 5 3cc24f14be the world shrinks without the UI, and a party member keeps their face
- `renderScale`: the world renders into its off-screen target at a fraction — or a multiple — of the window while text, icons and frame art stay native; the logical viewport comes out arithmetically unchanged, so picking cannot see the scale at all, and every hand-written sampler takes the `log2(scale)` mip bias below 100 % and none above it, where the sharper mip is what makes supersampling work — measured here at 26x the world pixels for +0.02 ms, and reachable as a Render Scale row on the Graphics page (50–200 %), staged to Apply so a dragged slider rebuilds the world target once instead of thirty times a sweep
- a party member who walks out of range keeps their numbers and their face (B334): the client asks — `CMSG_REQUEST_PARTY_MEMBER_STATS` goes out on the despawn edge and for a roster member gained unseen, the same two edges the reference sends from — the record is snapshotted whole from the live descriptor at the moment the object deactivates, a never-seen member seats at the reference's 1/1 placeholder rather than an empty bar, and the raw-to-display divide happens at the read, so an out-of-range warrior stops reading ten times the rage; the portrait binds a guid-keyed bake cache built as a handover — the booth's own target image moves into the cache as its member streams out, so the face freezes with no copy and no flicker — and the self-review adds that a changed occupant is a re-bake and the record's dead/ghost bits are read
- a slider row's number sits on its label's line (B232): the readout hung off the control frame and inherited a +3 art nudge that exists to seat the groove texture — four pixels off on an eleven-pixel cap height at the reporter's geometry — so the nudge moves onto the two frames that draw the art, across eight rows on three pages, and the bar itself does not move a pixel; `$WOW_DPI` renders on a player's pixel grid, so a 1x reporter's screenshot and a capture from this 2x machine compare pixel-for-pixel

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:15:06 +07:00
SamandClaude Fable 5 ac2ed34735 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>
2026-08-25 18:35:32 +07:00
SamandClaude Fable 5 6aa78bc468 the shapeshift cloud both ways, and the Honor tab
- druids get the shift cloud back in both directions, by the reference's own mechanism: every shapeshift aura add *or* remove arms a one-slot pending-morph latch that the model-swap rebuild drains and replays — which is why shifting out (a client-side cancel the server sends no visual for) puffs at all, and why a GM morph or a revive correctly shows nothing; the first fix that merely let one-shot effects survive the swap's teardown produced the right pixels for the wrong reason and is superseded
- the honor system lands whole: the Honor tab on the character window, the honor page on inspect, and thirteen missing Lua bindings over a real wire model — session/yesterday/this-week/last-week kills, lifetime HKs and DKs, rank progress and badge art
- the load-bearing find: your current rank and your highest-ever rank are two separately-streamed fields, and the one we already had was the wrong one for anyone who ever de-ranked; a binary cross-check corrected five display details after the build, down to the rank title never being gendered

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-22 18:22:13 +07:00
SamandClaude Fable 5 7171a4997c bogus form requirements, the hover jump, and mining at skill 1
- priest tooltips drop their bogus red lines ("Requires Shadowform" on Psychic Scream and Inner Fire, "Requires Spirit of Redemption" on Flash Heal): `Spell.dbc`'s Stances mask is an allow-list, not a requirement, when `AttributesEx2` bit 19 is set — 244 of the 522 masked spells carry the waiver, and the tooltip now consults the same gate the cast validator already did; Charge's "Requires Battle Stance" still asserts
- a hovering mover refuses the jump, silently — no packet, no toast — exactly as `CMovement::Jump` does: the HOVER test sits ahead of the swim select, so a levitating swimmer can't breach either; the old gate refused on ROOT only
- opening a lock gates on your skill, never your level: mining with 1 Mining no longer appears to open a 300 vein only to be bounced by the server — the client-side "Requires Mining ≥N" refusal fires with no packet sent, and the level term rides the skill block through the same clamp the reference uses
- the Mod/Mod2x fade was never a deviation — preset 5 IS the identity-lerp, byte-exact, five comment sites re-lawed with no behaviour change; and the garble word pool (`LanguageWords.dbc`) loads, the first hop of the language scramble that lands next

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 18:03:19 +07:00
SamandClaude Fable 5 ed8bf36625 the perf pill leaves egui, and the field store goes flat
- the perf pill is ~25 quads on the player-UI pass — `{fps} fps {cpu} ms` and nothing else — so the egui lane sleeps whenever no dev panel is open, instead of the collapsed pill paying ~1 ms for egui's whole per-frame train
- the pill is the whole HUD: the expanded readout, the spike arrow and the spike-detection engine behind it are removed; a >250 ms hitch still logs
- WOW_CPU_CENSUS=<at>:<secs> — a per-thread CPU census that sums to the process total exactly, user/sys split; in Lower Blackrock Spire the main thread is ~41% of ~14.5 ms, the render thread ~17%, the compute pool ~25%, Metal's own workers ~12%
- the object field store goes flat: the wire's presence mask plus a dense value array replace a BTreeMap, so 5–10k descriptor probes a frame are two array indexings — the main thread ~0.5 ms/frame lighter at the same pin

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 19:07:34 +07:00
SamandClaude Fable 5 d3c1a501de buffed stats go green, and the bear stops stacking its roar
- gear and buff bonuses finally render green in the character sheet, tooltips naming the unbuffed base — the stat-split fields are int on the wire and were decoded as float, which rounded every bonus to zero
- the bear pet's aggro roar played 63 times in two minutes and stacked into a phasing growl; it now plays through the reference's per-unit voice channel, where a live bark drops the next
- the chat bubble stops jittering: its anchor lagged the body by a frame, and it now snaps to the device pixel grid like the nameplate under it

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:06:24 +07:00
SamandClaude Opus 5 9a184d3476 the guild window opens: roster, ranks, notes and the message of the day
- the social window's third tab is live — the roster in both its views, the member card with its promote/demote/remove verbs, the rank editor's thirteen permissions, the guild information board, and the invite, leave, kick and note dialogs behind them
- setting your hearthstone at an innkeeper now asks before it takes and says so afterwards, and the innkeeper's gossip lines get their own icons back
- unavailable talents grey out, and every greyed icon in the client now goes through the same luminance fold the original used
- the buff tooltip's remaining-time line reads gold with the client's own hour/minute ladder, the macro editor takes a shift-click to paste a spell, trainer rows repaint after a purchase, and a long book page stops flickering its ellipsis

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-16 17:38:54 +07:00
SamandClaude Fable 5 ebb9ce9ab8 far sight, possession and the spyglass: three mechanisms
- the server picks the view and the mover independently — far sight moves the eye, client control moves the reins, and Mind Control sets both, which is why its camera works for free
- while you hold another body's reins your own stands still, so the server never smears your pose onto the creature you drive
- the Ornate Spyglass is a local 6x zoom, not a camera move — there was never a wire half to be missing
- the scene election fails closed: three classes of creature that escaped it are back under its verdict

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:23:38 +07:00
SamandClaude Fable 5 55d2c70712 reputation arrives: the wire, the pane and a live watch bar
- the Character window's third tab is in: faction rows under their headers, standing bars, the detail popup and the watch bar, at the reference's own anchors
- all four reputation opcodes parse byte-exact, the flag byte reads the way the client reads it, and a standing gain reveals the faction unless it is hidden
- an end-to-end golden drives live wire bytes through the game data to the exact visible row list
- the reference-code overlap is measured by an instrument instead of asserted — the start of a debt paid in full later in the day

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:09:04 +07:00
SamandClaude Fable 5 9f4595597d fishing becomes whole: the bite, the line, the splash and the reel
- the whole loop plays: the line arcs rod tip to bobber, the bite splashes with its own sound, and clicking the bobber reels in
- the verdicts read like 1.12: yellow "your fish got away" lines, the reel-in sound, the fishing loot window
- "You feel rested." prints on the transition, rest states come from the client's own Exhaustion table, and level 60 trades the XP strip for the max-level rail
- the Skills pane lists what the real client lists: the hidden rows, the sort, gray numberless single-rank lines

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-07 16:03:16 +07:00
SamandClaude Fable 5 5a6119e57f rested XP arrives: the zzz badge, the blue bar and the tick
- resting flashes the zzz on your portrait, the XP bar fills its rested blue, and the exhaustion tick rides the bar with hover numerals
- a dual-wielded pair keeps both hands in the dressing room
- a footfall plays one sound, not two
- the minimap wears the time-of-day clock, and the keybinding capsules go back to 1.12's red

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-07 16:02:58 +07:00
SamandClaude Fable 5 a401e5c43d the dressing room opens, and the pet gets its paper doll
- ctrl-click an item to try it on: the dressing room dresses your double, and shift-click posts the item link to chat
- the pet tab lands in the character window: paper doll stats, family and diet, the right-click menu, and dropping food on the pet feeds it
- water-only spells refuse on dry land: aquatic form gates to swimming, client-side like the real one
- the macro icon picker's white squares get their art back, and option rows explain themselves on hover

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-07 16:02:21 +07:00
SamandClaude Fable 5 8549f14dd6 footprints on snow and sand, and the drunk effect staggers in
- drink enough and the screen blurs and your walk meanders, the camera carried along with the stagger; the underwater blur ships in the same lane
- boots leave prints on snow and sand that fade away in about six seconds, paws and hooves included
- key bindings move into the Options window with the rest of the settings, and action buttons abbreviate their hotkeys the way the client does
- the pet bar rearranges by drag, a running pet spell shows its active icon and a click cancels it, and spell ribbons follow their verified physics

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 19:05:51 +07:00
SamandClaude Fable 5 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>
2026-08-05 19:04:33 +07:00
SamandClaude Fable 5 77dc8f8ead pets get their action bar, macros arrive, and hunters draw the bow
- a hunter's or warlock's pet has its action bar now: attack, follow, stay, the pet's own spells with cooldowns and autocast sparkles
- the macro system lands: the macro window, the icon chooser, /cast and /macro, and macros dragged onto the action bar
- hunter shots look right at last: the bow draws and releases on the shot, and the arrow lays a spark trail its whole flight
- the options window re-dresses in 1.12's own art with the classic dialog look, and gets a working search box and clickable steppers

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 19:03:13 +07:00
SamandClaude Fable 5 2d83c8392c mounting keeps your buff visuals, and tooltips say the enchant
- 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>
2026-08-03 17:53:22 +07:00
SamandClaude Fable 5 a3c5b20698 breath and fatigue bars, combo points, and a stun stops everything
- the breath and fatigue bars are in, driven by the server's timers
- combo points show on the target frame, rogue and druid only, per target, and Overpower lights on them
- a stun freezes turning too, and gm fly over water stays in the air
- /sit and the shipped slash commands work, sheathing sounds like the weapon's material, and the bar never holds an outgrown spell rank

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 18:01:15 +07:00
SamandClaude Fable 5 56c62c7591 point-and-click casting: Blizzard lands where you aim
- ground-targeted spells work end to end: press the button, get the targeting cursor, click the ground, and the cast ships on the wire the way the real client sends it
- a reticle sized to the spell's real radius rides the cursor, and on the click the storm model, falling shards and area sound all land at the point
- character screens: a newly created character comes back selected on the list, and the authored layout scales to small windows instead of clipping the bottom controls off
- blob shadows ride their receiver's clip transform and the raster bias that kept them faint is measured and fixed

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 19:40:05 +07:00
SamandClaude Fable 5 d3e05f32e5 the world only pays for what's on screen, and the leak is gone
- terrain draws per chunk now, and one authority culls everything outside: buildings, billboard cards, particle emitters
- the fps and memory creep on long flights is fixed twice over: material animations only tick what something draws, and far-away art is released by distance (with a 30 s dwell floor so fast cameras don't thrash it)
- the second crash ever reported (a cast racing a despawning unit at flight speed) is fixed, with a regression test that reproduces the exact panic
- every build now prints which commit it is, so a bug report can say exactly what it ran

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 19:39:56 +07:00
SamandClaude Fable 5 2536f04d56 open gates stop blocking, and mouseover learns what it owes each object
- The second half of the open-door fix: the system that applies a door's
  state to its collider had never run once. The state arrives with the
  spawn, the collider is baked from the model hull frames later, and the
  reconcile demanded both in the same frame — so every door kept the solid
  collider it was born with. Open gates and forcefields are walkable now,
  and the inspector prints solid-or-passable out loud.
- The mouseover follows the original's law: an object you cannot use — in
  use, waiting on a quest, or hostile-faction scenery like the enemy's own
  doors — shows nothing at all on hover. No tooltip, no highlight, no
  cursor. Each object type answers for itself, the way the real client
  dispatches it.
- Dun Morogh's snow trees lose their white plates and hard creases: model
  textures authored clamp-to-edge were all sampled repeat-wrapped, so a
  canopy's deliberate out-of-range margin wrapped back into opaque texels.
  The sampler honours the authored address mode now, on this tree, a bad
  bush, and hundreds of models like them.
- Odds and ends: the Blasted Lands lightning can actually strike (its
  emitters sampled an animation slot that is silent for that model),
  donation turn-in quests show their real Continue panel, boss emotes expand
  their $name macros, and a rare one-in-256 login failure — a session key
  the client hashed differently than the server does — is gone.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 19:54:02 +07:00
SamandClaude Fable 5 83d86e9b2f locked doors start refusing, and indoor creatures appear already lit
- Locked doors no longer open on a bare right-click. The client now reads a
  lock the way the original does — the free "quick open" every character
  carries stops matching keyed doors, so a padlocked door greys the cursor
  and refuses unless something you have actually opens it. The same gate
  fixes the skinning knife: it only shows for characters who know Skinning.
  (Opening a door with its key lands later today.)
- A locked door's tooltip matches the original now: one red "Locked" line,
  a single white requirement line, seated in the screen corner instead of
  chasing the cursor.
- A door that spawns open sends no state field at all on the wire — the
  server omits zero-valued fields and "open" is zero — and the client read
  that silence as "unknown" and left the collider solid. Absent now reads as
  open. This is the first of two independent defects behind open gates that
  still block; the second falls in the next snapshot.
- Indoor creatures and objects fade in already lit by their room, instead of
  appearing sun-lit and snapping to interior light the instant the fade ends.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 19:53:26 +07:00
SamandClaude Opus 5 959fb8ba08 duels, inspecting other players, and water that ends at the bank
- Duels. Challenge another player from their right-click menu, or with `/duel`, and
  `/forfeit` to give it up. Both popups are there — the challenge you accept or decline, and
  the warning when you leave the field — with the flag countdown between them, and the outcome
  printed in chat when someone is knocked out or flees. Read off the reference client's own
  duel packets and the three globals it keeps client-side, which is why the challenger reads
  "You have requested a duel." even though the server never echoes that back.
- Inspect. Right-click a player and open their paper doll: their nineteen publicly visible
  equipment slots with icon, name, quality and a linkable item, and their body standing in
  the pane, which follows along if you retarget while the window is open. No stack counts and
  no durability — those are not fields another player publishes, which is exactly why the
  reference client's inspect doll has never shown them either.
- Water knows where it stops. Swimming used to trigger in the dry tunnel thirty yards under
  Stormwind's canal, and in mid-air over Blackrock's lava. A liquid is now the grid the map
  file actually stores — one wet flag per cell, and the surface height a bilinear over the
  four corners of the cell you are standing in, the same sample the reference client takes —
  so the water starts at the bank and its surface sits where your eye puts it. Lava is a
  liquid you swim in, an indoor liquid asks the building you are inside, and `/liquid` prints
  every surface claiming your feet and where each one came from.
- Creature parts authored to appear only on death — the voidwalker, the banshee, the ooze,
  the stone elemental, the infernal — were drawing the whole time: material alpha now bakes
  per animation sequence and the unit lane actually evaluates it. The character and inspect
  model panes are lit by the reference widget's own single light instead of blowing out white,
  the rotate arrows spin while you hold them, and the transparent sort ladder had its sign
  backwards, so overhead names draw over water again instead of being painted out by a canal
  behind them. Underneath, the protocol writer's 95-verb drawer and its thousand-line spell
  module split into per-family files — no behaviour change, just a tree you can find things in.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-25 18:22:05 +07:00
SamandClaude Opus 5 c48d8c6b7e other players walk the world, and NPCs speak your name
- Other players walk the world. A watched player's motion between server updates now runs through
  the same grounded movement resolve as your own character — same capsule, same colliders, same
  step-up and ground election — so they follow terrain every frame instead of every packet, and
  stop at a wall instead of walking into it and being snapped back. Their jumps are swept against
  the world too, and a standstill jump steered mid-air reports that steer, the one mid-air press
  the reference client broadcasts rather than defers.
- The move relay rebuilt: relayed moves ride a per-unit chain on real time, a due move never jumps
  ahead of its unit's queue, and SMSG_COMPRESSED_MOVES — the batched carrier the server sends under
  load — is decoded rather than skipped. Our own send path now matches the reference client's:
  facing streams while moving, Nagle is off so each packet is one write, and the strafe axis nets so
  left and right can never ride the same packet.
- NPC and quest text speaks the whole $-macro grammar, carved from the reference bytes — your name,
  class and race, the gendered forms, and the server's live world states — and the same
  substitution feeds gossip, quest text, the quest log and unit frames. Greetings are a weighted
  draw, rolled per NPC per open, and a quest giver with no quest to give is no longer clickable,
  where it used to open a dialog holding nothing but a placeholder greeting.
- Spell tooltips finish the reference's line law: cast time and cooldown behind the real passive
  gate, the required tool or form, the reagents block, the chance-to-X line, a multi-bit
  equipped-item requirement named properly instead of by raw bits, and a buff's dispel class.
- The UI layout engine got a dense, reusable anchor solver, and a change gate that skips the resolve
  entirely on frames where no layout input moved — in practice, almost every idle frame. Pets are
  named by their pet number rather than a creature-template entry, so the client asks the query the
  server can actually answer. And the asset extractor grew a stray-geometry census for tracking
  down geometry that renders where it should not.

This snapshot replaces the six dated `sync` commits that stood here before it, whose subjects said
nothing but the date. If you cloned before now: `git fetch && git reset --hard origin/main`.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-25 14:57:54 +07:00
SamandClaude Fable 5 2ad0043523 benilla: initial public release
A from-scratch World of Warcraft 1.12.1 client in Rust + Bevy.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 14:27:01 +07:00