Commit Graph
8 Commits
Author SHA1 Message Date
SamandClaude Fable 5 8ae42cc7ab 71 more key commands, and the quest windows wear the reference's names
- the binding registry goes 130 → 201 of the client's 228 live commands: a coverage gate makes registered ∪ recorded-absent exactly the 1.12 surface, each absence naming the Lua globals whose arrival refutes it — which is how 37 rows whose mechanism had already landed came home (the keyring, the pet book, the raid tab, the six action-bar pages, both vertical multibars) — and then four mechanisms bring 71 more: the five camera views with the reference's default table and its sixteen camera CVars read out of the binary (NextView/PrevView do NOT wrap), self-cast riding UseAction's third argument with autoSelfCast a real CVar at last, the friendly target cone / assist / last-hostile as one cycler with a side (the two sides use different deadness tests on purpose, and assist neither requires an assistable target nor swings), and REPLY2 — reply to the last person you told; the friendly cone also stops borrowing the enemy side's in-combat score bonus, which would have shoved a healer targeting you to the head of every cycle
- the key names close their gaps: NUMPADEQUALS, F13-F24 and BUTTON6+ were keys the binding window listed and the file saved that the dispatcher could never press — named both ways now, with the namer and the codec structurally unable to disagree again; platform= becomes the OS gate it really is (off a Mac build the iTunes-remote category never even exists), and the Mac 1.12 slice settles that its F13 IS print-screen while F14/F15 map to UNKNOWN on purpose and stay unbindable; and the last-enemy stamp gains the four conjuncts it shipped without — you resolve, are not dead, not a ghost, not mounted, and the new target is alive-or-feigning — so TargetLastEnemy can no longer land somewhere the real client's never would
- the quest windows wear the reference's names: ~40 of the quest window's globals were ours (the reference's name usually sitting in the comment beside them), its two six-item reward pools merge into the reference's single ten-item run with the update function ported line-for-line, the four panels and the quest log take REAL scroll frames (the thumb drags now), the gossip window gets its greeting panel, the two mail panes' inert painted-at-rest scrollbars become real ones, the Skills detail pane nests as the reference has it, and nine private constants take their real names; the one that broke a feature detect: our QuestLogCount — a name 1.12 doesn't publish — made pfUI conclude it was running on TBC and die in that branch
- an EditBox is born with its constructor's five regions (the text, three selection quads and the caret), so GetRegions answers the reference's own count and authored regions start at index 6 — and a bare <NormalTexture/> now builds a live blank texture, since the element is what creates the region, not its file=; OpacityFrame lands, its first customer having arrived; and the equip / auto-equip / use bind confirms complete the soulbind arc — three different predicates with no quality leg (borrowing the loot arm's would have silenced the confirm on every white bind-on-equip item), Accept re-issuing the original action with the reference's suppress flag because 1.12 ships no confirm packet, and the soulstone use going through the same gate

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:16:49 +07:00
SamandClaude Fable 5 961d7e46a0 the select-screen ghost is four mechanisms, and a click raises windows
- the select screen's ghost is four mechanisms off one roster-row bit, and the rest of them land: the FFX pass swap — the reference builds TWO pass pairs, world and glue, and a ghost row installs the glue DEATH pass over the whole diorama while the character list and buttons composite clean above it; the ghost-gated sun — the scene's light gather is wiped and one hardcoded overhead directional injected, its colours turning out to be Light.dbc's death preset (diffuse (94,153,198), ambient (26,56,85)) rather than the live capture we had parked them as, with the sign settled at the bytes (an authored light already carries one negation, so reusing that convention lights the ghost from underneath); and three glow weights corrected — the glue screens pin 0.30 login / 0.40 living select / 0.15 ghost where we rendered a flat 0.5 everywhere, so login and create get slightly less glow too, a fidelity correction to a value we had never verified
- a press brings its window to the front: the mouse-DOWN handler raises the capture-or-hover frame unguarded, the toplevel gate living inside the worker — which is what makes a click on a child raise the window that owns it — and the release never raises; behind it, a frame-by-frame diff against the reference put back what the transcription dropped: toplevel on 47 frames (without it every raise trigger was a silent no-op across the whole interface), the mouse on 16 window bodies (a click on the bank's or merchant's own background was turning the camera or dropping your target), and id= on 81 frames — the slot index a 1.12 addon reads, where GetID() answered 0; a new gate reads our flags off the LOADED engine against the reference's, both directions with a reason each, so the next drift can't hide behind renamed templates
- the jump stops being frame-rate dependent: the fall step becomes the reference's closed form (the mean of the endpoint velocities is the exact displacement rate, and both our movers had the error in opposite directions), taking the apex from 1.668 yd at 144 fps and 1.844 at 20 to a flat 1.640 against the analytic 1.640 — a live run apexed at 1.6410; and the knockback's freeze is its PLANTED direction bit, not a velocity test — air control opens exactly while the direction nibble is clear, the launch plants forward whatever its speed, and the bit now rides the wire, which we had never sent at all
- the walk-away leash belongs to the OBJECT: the reference's watchdog overwrites the opener's stored range on the player typemask bit alone with (10+4)², so a player-shared quest panel is leashed at 14 yards — not at the 5.56-yard NPC reach, and not never, as two earlier readings had it — while a census of all 14 arming sites confirms every other NPC window already closed at the right distance; the walk-away also sends strictly LESS than the button: an NPC panel closes silently while a share still owes its decline

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:14:48 +07:00
SamandClaude Fable 5 1052393487 the HUD becomes UIParent's child, and cinematics fade through black
- the transcription had dropped parent= on 72 declarations the reference carries (37 to UIParent, 28 to the action bar's art frame, 7 more), so the HUD was a field of top-level frames and UIParent:Hide() reached almost nothing — which is why a cinematic had to hide the UI at the draw level and then special-case the pointer; both workarounds are deleted and the HUD hides through the reference's own route; restoring only the UIParent half would have been the dangerous part (draw order is one flat sort, so a partial restore lifts frames over the neighbours they carry), and manifest order turns out to be load-bearing — a parent name that doesn't exist yet is silently ignored, so UIParent.xml moves to the reference's own slot with a test that fails if anything declares a child first; the chat still drew over a fly-by after all that, because the reference parents the chat windows on their TEMPLATE, invisible to a name-for-name diff when both sides rename — two declarations fix it, and the sweep that replaces the method loads the whole shipped manifest, fires CINEMATIC_START and asserts the survivors are exactly three: 91 frames visible before, 3 after, and the count comes back on stop
- every cinematic boundary cuts through the reference's 0.25 s fade to black, and the next step hangs on the fade's COMPLETION, not a delay — the shot boundary is exactly where the reference does a blocking terrain load, so a delay-driven cut shows through a hitch and a completion-driven one cannot; and a fly-by now ends into black instead of a ~0.3 s loading cover: the reference raises no cover on that path, it holds black while the ground under the player loads back, so ours holds black while the stream catches up — budgeted, never an unbounded wait
- the death arc keeps its promises across a relog: the body's own state machine now dies with the session — re-entering the world as a ghost used to match no arm of the world-edge machine, so the corpse query never went out and "Resurrect Now" stayed down until the next death; and a corpse wears its owner's guild crest — the corpse descriptor carries the guild field and resolves through the same crest cache a living tabard does, where ours dressed the body crestless
- the char-select ghost gets its body kit: the screen resolves the state kit of the very "Ghost" aura a released ghost rides in the world — tint (140,185,253), alpha 0.5, and the Ghost_state wisp model at the body's attach point, pinned by a golden that decodes the row out of the shipped DBC; the airborne model is corrected before its fix lands — the address six comments called the gravity integrator is really the fall-velocity query, and a knockback is unsteerable because its launch PLANTS the forward bit, not because the arc is airborne (our guard was a velocity proxy, so a near-zero-speed knockback steered from frame 2); and the hover inspect card now decodes a picked part's mesh tag — alpha, rig slot, and both readings of the lighting payload side by side — turning a rebuild-and-two-probes hunt into a hover

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:13:31 +07:00
SamandClaude Fable 5 762646cd61 a width read answers in its own tick, and Trade stays /2
- GetStringWidth answers the moment the text is set — the client's width law is a per-glyph table, no shaping pass — so Bagnon's character dropdown stops collapsing to 40 pixels
- a chat channel keeps its number when another channel leaves: Trade stays /2 through a teleport
- the login splash, the zone music and the minimap label wait for the world under the player instead of announcing whatever tile happened to be loaded
- ending a session empties the chat window and the input box's history

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:27:04 +07:00
SamandClaude Fable 5 a075a2ef44 channel lines get their warm color, and a /wave gets its sentence
- a channel line renders in the channel family's color, not the grey notice row the client consults and throws away
- a text emote composes its sentence — gender and target picked from the game's own tables — so a /wave is a line in chat, not just an animation
- a FontString's `font=` resolves a font object by name and gates the whole block, `<Gradient>` tints the art it sits on, and buttons' state fonts read `font=` too — Bagnon's white boxes and bare stack counts are fixed
- the money frame sizes its coins from the digits themselves, so Bagnon's gold stops opening cramped

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:25:00 +07:00
SamandClaude Fable 5 44ff435304 the addon arc: the AddOns folder opens
- benilla loads real 1.12 addons from Interface/AddOns — TOC, XML and Lua through one loader, with per-addon saved variables, Bindings.xml and the lifecycle events addons expect
- both AddOns screens are in: the character-select list with per-addon enable state, and the ESC menu's in-game list
- the API surface is measured, not guessed — a corpus harness runs hundreds of real 1.12 addons and ranks exactly which globals, templates and verbs they demand
- the Lua dialect is the client's own, read off the binary — 5.0 semantics with the 1.12 additions, and UI source files are bytes, not UTF-8

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 18:18:31 +07:00
SamandClaude Fable 5 d99ad8bc7d the dressing room opens, and the pet gets its paper doll
- ctrl-click an item to try it on: the dressing room dresses your double, and shift-click posts the item link to chat
- the pet tab lands in the character window: paper doll stats, family and diet, the right-click menu, and dropping food on the pet feeds it
- water-only spells refuse on dry land: aquatic form gates to swimming, client-side like the real one
- the macro icon picker's white squares get their art back, and option rows explain themselves on hover

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-07 16:02:21 +07:00
SamandClaude Fable 5 3b6975fdef the pet gets its frame, flooded rooms fill, and macros really fire
- the pet gets its own unit frame beside yours, and an Attack order no longer latches as the standing command
- five rooms that always read bone dry hold their water now, the Deeprun Tram's flooded stretches among them
- macros fire through the client's own chat door, and the macro window fits its tabs and scrolls its icon chooser
- the options window grows a Nameplates page and its first dropdown, and the name-display switches apply live in the world

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 19:03:43 +07:00