Commit Graph
9 Commits
Author SHA1 Message Date
SamandClaude Fable 5 f6f2af3da9 the combat log's wire completes, and PlayerModel is its own class
- the combat log's last eight wire bodies decode — PARTYKILLLOG, SPELLINSTAKILLLOG, PROCRESIST, SPELLORDAMAGE_IMMUNE, SPELLDISPELLOG, DISPEL_FAILED, ENCHANTMENTLOG, SPELLLOGEXECUTE — each layout read off vmangos's own writer and pinned by a byte-exact golden (DISPEL_FAILED carries no count, the list runs to the end of the body; SPELLLOGEXECUTE's POWER_DRAIN row is (amount, power, multiplier), verified at the client's bytes as well as the server's); with the eleven chat types that were waiting on them, 44 chat types become 55 — 29 sentence families, the death pair and the aura rows riding descriptor diffs because 1.12 has no "unit died" opcode, plus the six trailers ((glancing), (30 blocked), (12 absorbed) and kin) that had been missing from every family; also corrected: the durability-death line was going to the red error frame with hard-coded English, and SMSG_SPELLNONMELEEDAMAGELOG lacked its split-damage branch and its blocked wording
- PlayerModel is its own frame kind: SetUnit, RefreshUnit and SetRotation were published on Model, but they belong to the <PlayerModel> method table (0x84f1fc), and the client's lookup chains derived → base only, so a plain <Model> can never reach them — they got there from a strings scan read as ownership, and a strings hit answers whether a name EXISTS, not who owns it (SetUnit's one pooled string is referenced by the PlayerModel and GameTooltip tables and by no Model entry); the new PlayerModel → Model → Frame → Region chain unblocks CreateFrame("PlayerModel"), which is how pfUI builds every unit-frame portrait — and through pfUI, pfQuest and ShaguDPS
- a nil where a number goes is four shapes, not one law: a census of all 408 widget-registrar entries found 62 numeric positions that validate-or-raise, 43 that gate then stage an alternate, 64 that silently coerce to 0.0 and 5 that gate then store nothing — so SetMaxLetters(nil) completes and stores 0, "no limit" (the argument COUNT is checked exactly, the type is not), and the backdrop colour setters are asymmetric on purpose: a nil r/g/b channel is 0.0 but a nil alpha is OPAQUE, and reading every nil as 0.0 would have turned those borders transparent; both setters now also quantize ×255 into the packed 0xAARRGGBB byte quad the client actually stores, so 0.09 reads back as 23/255
- two more addon-killers: LIGHTYELLOW_FONT_COLOR_CODE was the one missing line of Fonts.xml's seven-line colour block (aux-addon concatenates it at file scope and died on its own first line), and the guard now enumerates the whole block l.4-20 instead of the names an earlier round had noticed absent; and the unit frames publish the reference's names — 1.12 has no *PowerBar anywhere, every bar is ManaBar and the colour table is ManaBarColor (8 of the top-20 addons read it by name), so ManaBarColor is the published table our own bars index into, with 22 more regions renamed to the reference's own

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 19:54:58 +07:00
SamandClaude Fable 5 10874da37f clicks find their target, the booth eases off, and the map's lines go
- the world camera's pick regression: its off-screen render target carried `scale_factor: 1.0`, so on a Retina display the camera reported physical pixels as logical and a centred cursor cast its pick ray into the upper-left quadrant — unit and GameObject picks, the occlusion ray, chat bubbles and `world_to_viewport` all broke at once; the target now carries the window's real scale factor, re-stamped when dragging between displays changes it mid-session — and the perf pill's overlap dodge had the same disease in miniature (`GetBottom()` answers in WoW UI units, the pill lays out in window px), so it now answers a fraction of the screen and works at any window height
- `boothHalfRate` defaults back to half-rate: a body pane's off-screen booth pass rendered every frame reads +7.6 ms of GPU at 4K (~1.6 ms at 1600×900), on exactly the weak GPUs that felt the last snapshot — the doll's item effects keep full speed, since they key on the pacing regime rather than the camera's active bit, so only the 30 fps animation cadence returns, and full-rate stays one `SetCVar` away
- a spell cast by a GameObject arrives with caster guid 0 — vmangos writes the caster slot from a `Unit*` its GameObject constructor never sets — and the whole visual body was dropped at the guid lookup; the decode now reads an empty caster slot as the packet's first guid, which with no cast item IS the caster, so the Lightwell's click plays its impact kit (sound 3155 and the head flash) instead of only the aura glow that hid the miss, and the object stops being mislabelled a cast item
- the world map's black hairlines: a `SetTexCoord` crop is not a texture, and a POI icon magnified to 2.08 px per texel sampled half a texel past its crop into the neighbouring atlas cell — an opaque black row bleeding over a cell that is fully transparent (the empty cell is the reference's own zone-level substitution); `UiQuad::uv_clamp` now insets the sampling window half a texel per axis, so a crop renders as if its sub-rect were its own clamped texture, and `WOW_UI_PICK=x,y` names every quad under a pixel — it found this one in a single run

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:09:56 +07:00
SamandClaude Fable 5 ac2ed34735 the combat log speaks, and the swim line follows your native form
- the client synthesises its combat-log chat lines: 44 chat types over 34 GlobalString families from 7 packets, the reference's own four hops (classify both endpoints → chat type → string key → format), text resolved out of the player's own GlobalStrings — so damage meters and Quiver's TranqAnnouncer have something to parse; wow-re's byte round corrected six gates (owner is charmed-by then created-by, "party" is your subgroup, friend-or-foe is CanAttack, the range gate, the miss defaults, the damage-shield chat type)
- the collision prism follows the NATIVE display, not the rendered one: a druid in bear form keeps the druid's swim, splash and wade lines and a morph keeps the human's — worst divergence on shipped data 0.72 yd (tauren moonkin), the sign flipping by form
- the creature swim gate is on both legs: a unit that loses its flag mid-water is driven out of swim at any depth, as the reference drops a charmed creature to the seabed on the next tick

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:35:32 +07:00
SamandClaude Fable 5 348f55e37e four extra action bars as options, and the bottom band gets one owner
- the four extra action bars become per-character options, off by default, on a new Action Bars options page — the toggles ride the server's own byte (`CMSG_SET_ACTIONBAR_TOGGLES` into `PLAYER_FIELD_BYTES`), so a fresh character's zero is the default for free; turning the bottom-left bar off gives the stance bar its previously unbuilt unraised look, end-caps and 64×64 rings
- bag windows stop drawing straight through a raised bottom bar: the bottom band has ONE owner — the manage pass — the bag stack joins it through a listener seam, and a guard test walks all eight raisable-bar combinations across 24 bar/tenant pairs and refuses overlap
- the item-push card takes the reference's real geometry, closing the gap 0887 measured
- resizable addon windows stop at their bounds instead of pinning and walking across the screen: four per-frame f32s with 0.0 the disable sentinel, the clamp on the interactive drag only with the residual rebated out of the drag delta, `<ResizeBounds>` in XML honoured — and `SetFontString`'s three raises land exactly as the bytes have them

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 18:12:19 +07:00
SamandClaude Fable 5 b427860b35 dialogs come to the front, and the red line names what it needs
- dialogs carry the reference's toplevel bit, so the stack-split window opens above Bagnon instead of behind it
- the failure line fills its blank — "Requires Blacksmith Hammer", not "Requires" — and Opening casts stop printing a label the spell itself marks "no text"
- the pet bar's Attack/Follow/Stay tooltips name their keybinding, and typed text reaches the focused frame through the client's own delivery walk
- AtlasLoot parses again: our Lua keeps 5.0's compatibility semicolon

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:38:18 +07:00
SamandClaude Fable 5 060aa574fb dark doorways light up, and the Audio and Graphics pages land
- a building's transition corridors carry the reference's bright-doorway fade: the black tunnel between sunlit outside and a lit interior is gone
- the Options window gets its first real pages: seven 1.12 sound rows on Audio and the two 1.12 Video Options sliders on Graphics, all live CVars
- terrain culls like the real client: the ground is one-sided, so from underneath you see through it exactly as 1.12.1 does
- the beam system's data plane lands: 48 live chain, drain and funnel beams read off the real patch chain, with a byte-exact wire golden — the renderer follows

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 18:54:47 +07:00
SamandClaude Fable 5 76cc038998 zone discovery says so, and tile crossings stop churning
- crossing into a new zone lands the whole discovery moment: the "Discovered" toast, the experience line in chat, and the race-keyed jingle
- crossing a tile boundary no longer recycles a whole row of terrain: a keep-band holds what you just left, unloading is budgeted, and fresh requests stagger instead of bursting
- a sheath swap moves the weapon (and its sparkles) to the new slot instead of rebuilding it, and a fading model now dims its own effects with it
- pressing the cast button again cancels the cast, and a form that can't cast a spell refuses it locally instead of round-tripping the server

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 17:00:40 +07:00
SamandClaude Fable 5 56c62c7591 point-and-click casting: Blizzard lands where you aim
- ground-targeted spells work end to end: press the button, get the targeting cursor, click the ground, and the cast ships on the wire the way the real client sends it
- a reticle sized to the spell's real radius rides the cursor, and on the click the storm model, falling shards and area sound all land at the point
- character screens: a newly created character comes back selected on the list, and the authored layout scales to small windows instead of clipping the bottom controls off
- blob shadows ride their receiver's clip transform and the raster bias that kept them faint is measured and fixed

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 19:40:05 +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