- 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>
- The login screen stops paying for a world nobody is in. It had been
streaming and simulating all of Elwynn Forest behind a static image — the
client began life as a terrain viewer and the streamers never had an off
switch. The world now boots when you enter it, aimed at the map your
character is actually on, and logging out releases it. Login frame cost:
p50 18.6 to 10.3 cpu ms, worst paced frame 308 to 20 ms; entering
Stratholme is a covered 1.2 s load.
- More login-screen honesty: the fullscreen glue image was re-uploaded to
the GPU every frame — 22 MB a frame for a still picture — and the
braziers' fire had been invisible since the 25th, simulating perfectly
into a camera that is off, because two booths had computed the same render
layer. Both fixed; the flames are back.
- Indoors got truer: the outdoor world draws only through the portal windows
actually in frame, as the original does; the painted-skybox gate settled
on the reference's real rule — any sky-flagged room the portal flood
reaches; and interior objects — gates, hanging signs, chains — take their
room's baked light, anchored at their box centre instead of an artist
pivot that often sits under the floor.
- Hovering with a tooltip up takes its full fix: a tooltip content change
used to run the whole-UI layout solve twice, and it runs once now, on top
of the morning's fix that made an unchanged tooltip cost nothing at all.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
- 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>