- a player build ships beside the dev one — dev chords and probe surfaces go dark, and a gate enforces what a player can still reach, by medium not by module
- the binary carries its own shaders and its shipped UI, finds the WoW folder by itself, and keeps its local state in one benilla-config folder
- the glue screens get a capture shutter, and the engine stops depending on the protocol crate
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- spell shimmer timing is right: shared clocks tick together, each cast anchors its own
- the flickering ground items in Orgrimmar are fixed, a transparent draw-order tie
- static scenery answers the mouse again, and the freeze debuff's crackle rings at the target
- bug reports moved to Discord, GitHub issues are closed
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- The voidwalker's eye glow vanished whenever the camera rose above eye level.
Three investigations said depth; measuring the depth buffer inside the live
quads said otherwise — the fragments reached the framebuffer every frame, and
the body's own transparent batches painted over them. The real client draws a
model's particles after that model's batches, always. Ours now does: every
effect carries a draw-order rung sized to clear exactly its own model.
- Widened to every effect family after asking "what else does this fix": ribbon
trails (a wisp's streamers wove six batches deep into its own body and
flickered as the head whipped) and 3-D model particles (Cone of Cold's
shards). A census over all 9,691 models found 967 whose own body could paint
over their effects; all take the rung now.
- The skinning lane is ours end to end: every rig's joint matrices live in our
shared GPU buffer, written only when a rig actually moved, and our shader
reads them. The engine's lane rewrote the entire joint buffer every frame and
swept every entity in the world for changed transforms — that machinery now
runs against empty sets. Another 6.7 CPU ms off the worst reported dungeon
spot, which now holds a flat 60 fps with p99 under 19 ms.
- Getting around while developing: Ctrl+Cmd+G lands your character where the
free-fly camera is, and Alt-clicking the world map teleports you there (both
ride the server's own teleport, GM-gated). The frozen-body coordinates the
panel used to copy while flying now follow the camera.
- A stuck main thread now diagnoses itself: a watchdog samples our own stacks
and prints where the time went, and a hung teardown names its last system
instead of hanging the window.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>