Commit Graph
4 Commits
Author SHA1 Message Date
SamandClaude Fable 5 34fdbd1d16 the keyring lands, keys open doors, and a building can own the sky
- The keyring is built. Your first key makes the keyring button appear by
  the bags, opening the window the original keeps its dungeon keys in — the
  server had been sending the keys all along; nothing had ever shown them.
- Keys open their doors now. The client used to cast the open as a bare
  spell, which the server rightly refuses; it now sends the item-use the
  original sends, carrying which key from which slot. The tooltip plays
  along: "Locked" turns the soft green when something you carry opens it,
  and a key stops inventing a "Use: Opening" line it never had.
- A building can own the sky: a WMO can name its own painted skybox, and
  Stratholme's burning city now draws its near-black-to-red dome instead of
  the zone's khaki gradient. The exact rule for when it applies settles in
  the next snapshot.
- Signpost tooltips follow the cursor again — the tooltip anchor forks per
  object class, corner for doors, cursor for signs — and the Blasted Lands
  lightning stops striking the same spot for ever: a placed doodad re-rolls
  its animation variation every play-window, like the original.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 19:54:18 +07:00
SamandClaude Fable 5 993adf79b9 an idle frame skips the quiet UI, and a lighting hunt closes clean
- The UI stopped paying to discover that nothing changed. Layout used to hash
  ~1,900 frames' worth of inputs every frame just to decide "quiet"; it now
  tracks a mutation epoch and answers with one integer compare, and a settled
  frame reuses last frame's rendered quads instead of re-rasterizing every
  glyph. ~0.9 ms off every idle frame — with a verify mode, forced on across
  all 489 UI tests, that re-runs every skipped resolve in full and asserts it
  would have produced identical results.
- Across this run of snapshots, the one number everything is graded by: CPU
  work per frame at the crowded dungeon spot went from ~29 ms to ~16.5 ms.
- A lighting question got the full treatment and an honest answer. Units
  briefly took a different day/night lighting law; it read wrong on screen the
  same evening, and a build-by-build hunt a full week back confirmed the
  world's look never regressed in the first place — the change is reverted,
  nothing about the look changes in this snapshot, and the question stays
  parked until the one remaining unknown in the reference client is pinned.
- The character pane's model booth grew a headless eye — a dump of exactly
  what it draws, no live session needed — built for that hunt, kept for the
  next one.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 21:56:26 +07:00
SamandClaude Fable 5 5166756571 every effect rides one stream, and the bag tooltip costs nothing
- Particles, ribbon trails, blob shadows, the selection ring, ground decals,
  water foam and the weather all push their quads into one shared vertex
  stream now — one buffer, batched draws, indices built per frame in draw
  order. ~1,100 emitters at the crowded dungeon spot stopped being ~1,100 mesh
  assets the engine reallocated every frame, no material asset is ever mutated
  for an effect again, and adjacent draws merge like the original's own batches
  (its measured shape: 793 quads in 23 draws). Vertices went camera-relative on
  the way — the fix for streaks and flakes vanishing in far zones, where the
  raw coordinates get big.
- Hovering an item in your bags cost +14 CPU ms for as long as the tooltip sat
  open. The tooltip's refresh loop is faithful 1.12 behaviour (the bag button
  re-runs its hover every frame, unthrottled, so a late-arriving item fills in
  without a re-hover) — but each rebuild dropped the text measuring cache, so
  every frame re-shaped every line. One line keeps the cache: +14 → +0.1 ms,
  and the paperdoll, inspect and merchant tooltips stop paying the same tax as
  spikes.
- "Which room is this creature in" walks one anchor per model instead of every
  lit part — ~13,700 part visits a frame became ~1,700 anchor rows. The
  frame-time win was honestly flat (the cost had already moved elsewhere); it
  lands for the structure, and the old sweep's repair duties became
  event-driven with it.
- The perf probe defends its own window now — always-on-top from the first
  tick, occlusion counted on the measurement line — after two long overnight
  runs were silently destroyed by the display going to sleep.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 21:55:53 +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