3f3cf21afac529b32c2553a0919b7bac03e8bd9a
13
Commits
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3f3cf21afa |
a slider snaps to its step, a pushed button releases, and warnings show
- a slider with a value step snaps to it: a stepped drag fires once per row instead of once per pixel, a scrollbar cannot rest between two rows, and one wheel notch on the trainer list reaches the bottom (2133) - setting a step on a live slider moves its value onto the new lattice and runs its handler, which an addon on the real client can count on (2143) - a button pushed from script releases on the next mouse-up, so Tablet-2.0's rows stop staying pressed forever; a release off the button's rect un-presses it, and a locked state holds (2134) - the mail body and the GM ticket box scroll as you type past their bottom, and the Use UI Scale checkbox reads a registered setting (2141) - an engine warning, a call that was accepted and did nothing, reaches the /errors window in grey instead of one terminal line; a text row trimmed mid-character no longer kills the window's repaint (2135, 2138) 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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eb554c0957 |
the inspect and talent windows are the reference's own
- the inspect and talent windows are the reference's own: `Blizzard_InspectUI` and `Blizzard_TalentUI` are LoadOnDemand addons whose real `.xml`/`.lua` live inside `patch.MPQ` — the loose `Interface\AddOns` folder holds only a `.pub` signature, which three notes in this tree had read as "packed, no source to migrate from", one wrong inference that kept five windows on hand-written transcriptions; 2300 lines of ours out, no engine work needed, and three things our talent transcription had quietly invented fell out (there was no level-10 gate, every tree scrolled where a shallow one does not, and a nil `TalentMicroButton` threw out of OnShow before the window painted) - a nil unit token RAISES in 53 of 83 bindings: wow-re censused the registrar table at `0x850438` — `UnitName(nil)` raises and `UnitIsVisible(nil)` is quiet, one line apart in stock files, so there is no rule to derive, the table is the rule; ours answered a default and our own test had pinned it; both token positions of the seven two-token predicates are gated, `GetRaidTargetIndex` too, and `UnitIsAFK`/`UnitIsDND` are confirmed not to exist in 5875 at all (zero occurrences under a positive control) — we invented them, and they stay deliberately ungated - `EditBox:SetNumber` did not exist (the only chain file calling it is `MoneyInputFrame.lua`, on the chain since the money kit): it is byte-identical to `SetText`, formats through `%.14g` in MSVC's CRT (`1e+020`, `1.#INF`), and `OnTextChanged` never fires from an edit — it fires from the dirty-word drain inside the box's own OnUpdate, coalesced to one per box per frame, where ours fired synchronously and `MoneyInputFrame_SetCopper` raised on it; `PanelTemplates_TabResize`'s `tab` argument is optional as the reference's is (stock macro tabs call it with `0`) - the skull or star on your CURRENT target never appeared or cleared until you re-targeted — `RAID_TARGET_UPDATE` was never fired, and stock `TargetFrame.lua` hangs its repaint off it; a raid-to-party conversion now empties the mark board as `0x4ba550` does; and the group-loot roll popups were already on the chain inside stock `LootFrame.xml` — our 546-line `GroupLootFrame.xml` had been shadowing all four of them Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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ed524ab184 |
druids get their relic slot, and the loot window is the reference's own
- `UnitHasRelicSlot` is real in 1.12 and benilla had no binding for it: `0x519e50` reads `ChrClasses.dbc` field 16 — set for Paladin, Shaman and Druid in `patch.MPQ`'s 17-column copy (the base `dbc.MPQ` copy has 16 columns and no such field, which is how the "always false in vanilla" belief survived twice in decisions and seven times in code) — and stock `PaperDollFrame.lua` calls it unconditionally, so the character sheet would have raised for EVERY class; a druid, paladin or shaman's sheet now hides the ammo slot, shows the relic plate where the bow was, tooltips "Relic", and reports ranged Attack/Damage/Power as N/A, all four branches transcribed from the reference - the loot window is the reference's own `LootFrame.xml`: `LootButton` is built as a real widget type rather than aliased (a Button plus one slot dword and one overridden OnClick — right-click loots exactly like left, no shift/ctrl/alt takes, a row whose Lua handler errored still loots, a fast double-click takes two slots), `LOOT_SLOT_CLEARED` fires per row again because the stock file hangs hide-in-place AND the emptied-page auto-advance off it, `EditBox:Insert(nil)` is a no-op as `lua_tostring` makes it, and an alias `GameTooltip.xml` had quietly become a reader of would have turned every item tooltip white, silently, had it just gone nil - the vendor cursor: `PickupMerchantItem` is two verbs behind one name, decided by what the cursor holds and never by the caller — a held bag item SELLS (index ignored, no merchant-open gate), otherwise the vendor row is grabbed as cursor mode 5, which is invisible to `CursorHasItem` (modes 1 and 9 only) so all thirteen stock gates stay closed while it is held; the drop is the buy, `CMSG_BUY_ITEM_IN_SLOT`, count 1, into a bag or an equipment slot, and every refusal is silent and clears the cursor; the four `Model_*` rotation handlers land in UIParent where the reference keeps them - the gap report reads `:Method(` sites now — it found `SetMerchantCompareItem`, which would have raised on the first vendor-row hover with every check green, and `LootButton:SetSlot`, and 28 "free" windows became 25; the shared coin kit moved out of the merchant window into `MoneyFrame.xml` so the eight windows that draw coins through it can reach it without loading a vendor 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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850f7df3b0 |
the chat dock exists, and alt-arrow keys are declined not swallowed
- the chat dock is a list, not a hardcoded pair: DOCKED_CHAT_FRAMES, SELECTED_DOCK_FRAME and the FCF verbs — DockFrame, UnDockFrame, DockUpdate, SelectDockFrame, SaveDock, SetTabPosition, Close and the button-side trio — are transcribed from FloatingChatFrame.lua, and every "for i = 1, 2" moved to what it meant, the dock or every window; the dock seeds at load from the window record's own docked byte handed to FCF_DockFrame, whose first line IS the reference's early return — transcribing the function that answers the way the reference answers, where an empty stub "because we have no dock" would have been the bandaid; its unconditional re-lock cannot clobber an unlock you saved, because the stored look is applied last; pfUI's RefreshChat now runs end to end - ignoreArrows is alt-arrow mode, and the arrow is DECLINED, not swallowed: the reference's edit-box handler returns unconsumed on an arrow key, so the walk carries it past the box and it runs TURNLEFT — the whole feature is steering while the chat box holds focus, where the old reading left the arrows dead; holding Alt resumes the caret; SetAltArrowKeyMode and its getter land with the reference's own quirk that a missing argument enables while nil disables (the getter answers 1 or nil, never a boolean), SetIgnoreArrows turns out not to exist in 1.12 and is unpublished, and the binding pass gets a named four-key exemption rather than a hole, because the handler consumes every other path - pfUI's square minimap is actually square: Minimap:SetMaskTexture makes the disc's mask state instead of a load-time constant — write-only from Lua, as shipped, no invented getter — where an empty path restores the round default and a failed load keeps the current mask and warns, because either mistake would otherwise hand a mistyped path a silently square map that looks like a feature; and MiniMapBattlefieldFrame grows the Border and Shine regions beside its icon, on the reference's own layers — icon on BACKGROUND, ring on ARTWORK above it, the only order a ring around an icon can draw in — which pfUI hides unguarded to sit the icon flush Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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ae70c69443 |
text justification becomes one law across every font table
- the justify verbs had been written three times and drifted three ways; one implementation now serves the region, font-object and message-frame tables, and a cleared axis paints centre, as the client's draw path really does - MessageFrame and ScrollingMessageFrame gain the ten-verb font block they were missing entirely, so font calls on message frames stop raising - EnableKeyboard and IsKeyboardEnabled land as real Frame methods — eight addons were dying on their absence - the harness's METHODS ranking states its own limits instead of reading as a build queue Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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9662553528 |
addons come alive: Bagnon draws, hovers and clicks
- Lua 5.0's generic-for and nested long strings are restored in a forked VM — 60 corpus addons stopped dying on one deleted opcode - a day of demand-driven carving takes the 218-addon corpus from 24 addons surviving a session start to 114, with 144 loading without a single error - Bagnon draws a real bag and answers real gestures — hover tooltip, pickup, use, drag — because our frames wear the reference's names, and the reference's own ContainerFrame.lua runs off the player's install instead of being transcribed - the physics broad phase leaves: nothing in the client reads a contact, and it was measured at up to 41% of main-thread samples in real sessions Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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19461d1e0f |
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> |
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cd58f90bec |
a chat link is one token now, and tooltips print true costs
- a chat link edits as one atomic token: the caret can't land inside it, its colors survive, one keypress removes it whole - spell tooltips print the resolved mana cost through the reference's own table walk, and the "% of base mana" line dies - the spirit healer's confirm comes back after a cancel and wears its warning icon - the dressing room's pane is a live animating model, and a tried-on bow lands in the hand Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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c1ba444119 |
the micro menu, the ping meter, and the PvP flag
- The main menu bar's two empty recesses fill. The micro menu — the eight arched buttons: character, spellbook, talents, quest log, socials, world map, main menu, help — sits in the dark panel between the page arrows and the bags, transcribed from the reference's own layout: the character button wears your portrait, a button holds itself down while its panel is up, and the talent button appears at level 10. The latency meter fills the one slot the bar art leaves transparent for exactly it, tinted green/yellow/red on the reference's 300/600 ms thresholds and drawn UNDER the bar art, seen through its window, the way 1.12 actually does it. The socials and main-menu buttons find their panels one snapshot later; help still waits. - The UI explains itself on hover: 1.12 ships its detailed two-line tooltips ON — a FrameXML default, not the opt-in extra it is often remembered as — so the micro buttons, your own portrait, the XP bar, the five bag buttons and the ping meter all answer a hover with the reference's own explanations. - The PvP flag, end to end: crossed swords on the player, target and party frames, driven by the two descriptor bits the wire actually carries, and `/pvp` speaks — the yellow toast plus the system chat line, the OFF sentence being the one that warns the flag lingers for five minutes. It really does linger: turning it off waits out the server's timer, which looks like a bug and is the reference. - Quest markers stopped freezing. The grey `!` over a questgiver above your level goes gold the moment you ding, an NPC re-entering view is asked afresh instead of wearing a session-old answer, and the marker drops when the questgiver bit goes off — the re-ask triggers mirror the reference's own set, plus one named addition (your own level changing). - Water and heights: swimming downhill no longer bounces between swim and fall ten times a second — the surface line is a two-sided constraint, so the swimmer settles with the river instead of being left behind by it. And collision height is per-unit now, read from the unit's own model: a gnome used to swim with a third of a yard of water over her head because five depth lines were quoting a human's number. - A round of pixel honesty in text and chat: the newest chat line no longer wears a wider drop shadow than every line above it (shadows move in whole pixels now), keeps its descenders, and hover boxes stop painting over the chat body. The chat input's history browse survives programmatic edits, a failed script chunk warns instead of vanishing, and recall deepens to 64 lines. Idle animation got honest too: a model's idle is Stand resolved through its own lookup table — never file order, which had the duel flag bobbing on its spawn clip — and an armed idle is culled on the box its animation authors, not the bind pose, so the flag stops vanishing at most camera angles. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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> |