Commit Graph
3 Commits
Author SHA1 Message Date
SamandClaude Fable 5 f8e312d015 Terrain Distance returns to Graphics, and guards flag your map
- the Terrain Distance slider is back on Options → Graphics, in its 1.12 seat and range (177–777, live, no Apply) — and it now drives how much world is resident, not just how far you see: the streamer derives its resident and prefetch windows from farclip in the reference's own chunk units, pulling the ring in as you drag left and streaming it back one tile per frame as you drag right; the `WOW_TILE_RADIUS` env var, the debug panel's farclip slider and a dressed-up fog constant all retire into it
- ask a city guard for directions and the destination lands on your maps: `SMSG_GOSSIP_POI` becomes a red flag drawn through the same landmark path as towns and inns — an icon in place when near, competing for a rim arrow when off the edge — and the world map's landmark enumeration answers now, so the flag renders there too and names itself on hover
- the flag is one slot (new directions replace the last), drops itself within 10 yards of the destination, expires after the reference's own 480 seconds, and clears on any world entry; the rim-arrow rank rides the packet's own field, not a guessed constant

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-22 18:18:30 +07:00
SamandClaude Fable 5 0d945c4fe8 particles keep time, and the maps with no terrain appear
- Twenty of the game's forty-three maps are not made of terrain at all — Molten
  Core, Onyxia's Lair, Dire Maul, Gnomeregan, Uldaman, the Deeprun Tram and both
  Blackrocks among them. Their whole world is one building named by the map file,
  and that line was being thrown away, so those maps loaded nothing and a teleport
  in fell forever. The building is now placed as an ordinary WMO placement — so
  collision, props, liquid, interior lighting and portals all come along on the
  existing path — verified on seven of the twenty against the server's own
  independent floor heights.
- Particles keep the model's time. Emitter rate and on/off now bake per animation
  sequence and follow the clip that is actually playing, so a quest object's
  explosion choreography no longer burns at full roar while the object idles. And
  the flipbook cell ramp is computed the way the reference computes it: sheets
  that play backwards no longer crash the client (a certain Winterspring brazier
  fired this on every approach), the tail streak reads its own ramp instead of the
  head's, and the per-segment repeat count works — the Insect Swarm's wings
  finally flap.
- A culled dungeon room takes its furniture with it: lanterns, crates, barrels and
  cobwebs now cull with the WMO group that owns them, instead of hanging lit in
  the void where their room used to be. The group's own liquid goes along too.
- Under the floor: the archive chain pins that a file the patch deletes can never
  fall through to the stale copy in a base archive — a silent failure mode that
  would serve deleted content looking perfectly healthy.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 19:22:09 +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