STAGE_AO flags a two-sided depth spike (the smaller one-sided step two pixels out, capped by the
second difference: ~0 on planes, grazing planes, silhouettes and contact creases) and stores the
smoothness in alpha. STAGE_BLUR turns the spike density of its 4x4 window into a foliage mask,
widens the depth tolerance there (up to 11x) and scales the occlusion by 1 - 0.4 * mask. Smooth
windows are unchanged. WOW_AO_DEBUG=5 shows the mask. LIGHTING.md documents this and the two
earlier followups fixes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On load, Cvars::reapply_saved_presets writes the saved graphicsQuality rung (and the saved
lightingQuality rung, else the Graphics rung's) over every governed row the file does not carry,
so a row registered after the save follows the preset instead of its registered default. Rows the
file carries and session-owned rows stay; Custom writes nothing. Tests for both ladders.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The static world caster rebuilds only on 16 yd of camera drift. The refresh that invalidates it
when streamed geometry arrives lived in the volumetric-fog plugin and was gated on that cvar, so
with volumetricFog 0 a standing camera never picked up trees and doodads that streamed in late.
The refresh now lives in world_shadow.rs and is gated on worldShadows only (Classic unaffected).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Graphics Preset ladder + Render Distance (farclip ceiling 1497). Conflict in
options_tests: the Advanced page now has 33 rows (preset + render distance lead,
then the 31 programme rows). The three round-3 rows join the ladder:
ambientOcclusion 0/0/1/2/2, zoneSkyboxes 0/0/1/1/1, lampFog 0/0/1/2/2
(Classic/Low/Medium/High/Ultra); the preset tooltip names them (EN+RU).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Advanced Graphics gains a Graphics Preset row (cvar graphicsQuality:
Classic / Low / Medium / High / Ultra / Custom) and a Render Distance slider
on farclip (177..1497, same cvar as Graphics' Terrain Distance). The ladder is
GRAPHICS_PRESETS in cvars.rs, one line per governed row with a column per
rung; lightingQuality is itself a row, so the lighting ladder's members follow
it. The lighting ladder gains an Ultra rung (4096 sun map, 16/8 torch maps,
High water, High volumetric fog). The label is re-derived every frame beside
lightingQuality, so editing a governed row shows Custom.
A player whose config.toml names no graphicsQuality is seeded to High at
startup over the rows the file does not carry; captures, tests and malformed
files never seed, and the rows keep their per-lane registered defaults. The
page's Defaults lands on High too. ambientOcclusion, zoneSkyboxes and lampFog
are commented one-line TODO rows until their cvars land.
Verified: cargo test -p benilla-app --lib -- options cvars preset (136
passed, incl. 7 new preset tests); full benilla-app lib: 3722 passed, 5
pre-existing failures unrelated to this change (spell envelope float, schedule
ambiguity ceiling, pipe_warm fog/shaft/shadow lanes, dev-plane cfg). The
options UI tests need WoW data and were skipped; no captures (no install in
the cloud). Built on Linux only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Toc8dZYuTKW1JWBFbMb5S1
Zone Skyboxes row moved to the end of the Advanced Graphics page and added to
OPTIONS_PAGE_ROWS (the lane had left it out of the list).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
RenderSubmesh carries stage 1 (texture, UV set, transform, Mod/Mod2x) for
textureCount 2 batches; M2Vertex reads UV1. WowModelExt gains a stage1
uniform + texture binding 94/95 and the WOW_STAGE1 shader def, so every
one-texture batch compiles the old code. The skybox lane binds stage 1 on
its own material copies and drives its transform rows.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The daylight lane's tooltip had raw line breaks inside a Lua string instead of
an escaped blank line, a syntax error that broke OptionsFrame.xml's inline
script (an error dialog on the UI-fixture captures).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review B4: the Stormwind window split changed the default image with no switch.
New cvar daylightWindowSplit (default 1 = merged behaviour, a future High-only
preset member), bridged to daylight::set_window_split. Review B5: each settled
exterior torch slot is keyed by the resident tiles whose footprint reaches its
sphere (terrain_torch_generation_near), not a global stamp that re-rendered
every slot on any stream event.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review W4: the bend height was normalised per submesh, so a trunk + canopy
detail doodad tore apart at the seam; the span is now taken over all of the
model's submeshes. Review W5: clutter meshes carry UV_1 (VERTEX_UVS_B), so the
six clutter pipelines are also warmed on the POS+NORMAL+UV0+UV1+COLOR quad.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review P4: emissive_boost now lifts only above a 0.6 knee (equal to the old
gain at 1.0), so additive spells and lava keep their look and the excess feeds
the bloom. Review P3: the window gain applies to static_gx's SIDN light term
before fog, not to the whole fogged batch. Review P6: Low-tier extract taps
scale with the quarter-size target. Review P7: excess capped at 64 (no NaN).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review P1: the path mean lifted every clear sky pixel equally; it is now the
occlusion ratio times an aspect-corrected radial falloff from the sun.
Review P2: sky = depth <= 1e-7 (cleared / sky-pinned), no longer a nearclip-
dependent ramp. Review P5 (partial): read one MSAA sample per tap.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Foliage wind is a lighting-preset member but bypasses VideoConfig. Read back its world resource in the shared preset clamp test so the merged row is covered like every other member.
Co-Authored-By: GPT-5.6 Sol (Codex)
The wind lane's unverified closer handoff coordinates put the capture camera inside a Goldshire building. Restore the open-grass coordinates used by the lane's successful before/after captures.
Co-Authored-By: GPT-5.6 Sol (Codex)
Framed with the vista instrument: Elwynn above the canopy (the old eye stood
inside a tree), Redridge from the known-good Lakeshire dock eye with a wider
look, Hyjal above the terrain (the Light.dbc sphere centre z is underground),
Ironforge over a floor face inside the city (the old eye was outside the WMO).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Sun-fog strength 0.25 / angle 0.4 / lean 0.4, end-fog lean 0.25: the first
pass turned dusk ridges into flat orange cut-outs against a blue sky. The
dome's low band now MIXES toward the far fog colour by 15 deg (an offset
over-pushed an already warm dusk ring). update_fog_model joins the
ordering test's ALLOWED list (it runs in the resolve set, after it).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Let deterministic captures read an explicitly selected BENILLA_HOME config while keeping every capture persistence path disabled. This makes the post ON/OFF homes effective without weakening capture hermeticity.
Co-Authored-By: GPT-5.6 Sol (Codex)
Classify static alpha-tested tree and bush leaf batches, log accepted model paths, and apply gentle anchor-phased crown sway and flutter in both retained and fade-twin render paths. Keep animated doodads and tree shadows unchanged, and add wind capture instruments.
Co-Authored-By: GPT-5.6 Sol (Codex)
Port the stateless gust and veer profile, scale it from live weather, and publish one sample through the WindField resource and MonkeyFrame each frame. Add the foliageWind tier CVar, High preset value, and Advanced Graphics row.
Co-Authored-By: GPT-5.6 Sol (Codex)
Preserve p0 fog and MonkeyFrame hooks, water's row-view ABI, and the post lane's emissive, bloom, sun-shaft, grading, cvar, and options work.
Co-Authored-By: GPT-5.6 Sol (Codex)