Commit Graph
7 Commits
Author SHA1 Message Date
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fix that merely let one-shot effects survive the swap's teardown produced the right pixels for the wrong reason and is superseded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 acbae000a6 an addon loop reports instead of hanging the whole survey
- every addon VM runs under an instruction bound, so a non-terminating loop becomes a report — and the bound promptly caught a landed fix that had been left switched off
- an unrecognised unit token raises the client's own "Unknown unit name" error instead of answering nil
- GetBindLocation answers from a real bind point, and RequestTimePlayed round-trips with TIME_PLAYED_MSG — both halves or neither

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:02:01 +07:00
SamandClaude Fable 5 6eae5e8507 widget identity, a funded purse and a walkable quest log
- GetObjectType and IsObjectType land from the binary's own carve, with the client's exact inheritance answers
- the survey seats money and a quest log — sixteen addons call GetMoney, five walk the quest log, and none of those paths had ever run
- `date("*t")` returns its table form; the missing shape was an infinite loop for any addon walking days backwards
- unit tokens fold case like the client's resolver, and a FontString template carries the font object it inherits through the whole chain

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 18:59:47 +07:00
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 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 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 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