Commit Graph
38 Commits
Author SHA1 Message Date
SamandClaude Opus 5 8d3d805ec8 the guild window opens: roster, ranks, notes and the message of the day
- the social window's third tab is live — the roster in both its views, the member card with its promote/demote/remove verbs, the rank editor's thirteen permissions, the guild information board, and the invite, leave, kick and note dialogs behind them
- setting your hearthstone at an innkeeper now asks before it takes and says so afterwards, and the innkeeper's gossip lines get their own icons back
- unavailable talents grey out, and every greyed icon in the client now goes through the same luminance fold the original used
- the buff tooltip's remaining-time line reads gold with the client's own hour/minute ladder, the macro editor takes a shift-click to paste a spell, trainer rows repaint after a purchase, and a long book page stops flickering its ellipsis

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-16 17:38:54 +07:00
SamandClaude Fable 5 04340a6893 addon art resolves: loose textures, TGA and the honest return
- an addon's own texture files resolve from its folder, TGA included, and SetTexture answers 1 or nil the way the client does — custom icons and skins draw
- runtime SetParent re-levels a frame by the client's strata law, and the raise survives hide-and-show round-trips — AtlasLoot layers right
- an addon that unregisters an event mid-fire no longer robs the next addon of the same event — Bagnon's per-character database fills again
- the Model widget's clock truncates milliseconds like the client's, and the no-text cast-bar law is confirmed at the bytes and narrowed to the cast bar alone

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 20:21:55 +07:00
SamandClaude Fable 5 2c1ffca2ca 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 606a72bde5 skill-ups announce again, and the stack split fills its window
- a real skill-up prints its line; the lines the client keeps silent — class specs, racials, mounts — stay silent, off the game's own flag
- the stack-split dialog draws whole: its plate fills the window
- the four bag-bar buttons speak the reference's names all the way down, so Bagnon's overrides catch them and the backpack button lights while its window is open
- regions anchor at creation — the client's implicit-anchor law replaces a pile of draw-time fallbacks

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:34:09 +07:00
SamandClaude Fable 5 b990a5a048 script errors reach the player, and the bars stop lying
- an addon error shows the red script-error dialog the reference shows, and a runaway load loop can no longer freeze world entry
- food and drink show stack counts from the first login, and a paladin's aura bar lights the aura that is actually on
- logging out no longer erases the character from saved-bag addons: the player's absence is no data
- MPQ patches are discovered the way the client discovers them, and a slow arrival holds in place instead of falling through the world

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:32:44 +07:00
SamandClaude Fable 5 ebb9a43cc9 the wheel binds, one AddOns screen, text at the true scale
- SetBinding accepts the mouse wheel — the refusal was ours, not the client's — so wheel-bound action buttons press and release like the real thing
- one addon load law: a single arbiter for "can this addon load, and why not", with the out-of-date version gate live
- one AddOns screen — the character-select list, wearing the authored reference layout: roster dropdown, per-character tri-state checkboxes, force-load; the ESC-menu panel is retired, since 1.12's own menu has no AddOns row
- the glyph atlas follows the window scale, so maximised text stops washing out and a title stops measuring wider than it draws; an unpositioned frame positions nothing, instead of landing at the screen origin

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:31:56 +07:00
SamandClaude Fable 5 7d826e673a the UI is built per login, and stray beams stay in their rooms
- the in-game UI ends at the character screen and is rebuilt at the next login, so addons that read the character at file scope stop being frozen on whoever logged in first
- everything the host remembers about a UI is keyed on that VM's identity — keybinds, macro icons and every feed survive the rebuild instead of silently pushing nothing
- a ribbon trail rides the room its model is drawn by: Caverns of Time's ninety energy trails stop burning through 200 yards of rock
- the visibility census gains the sky and ribbon lanes it could not see, and the logout leak probe measures after the release instead of accusing every run

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:27:39 +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 ea1f0d2bb5 reputation arrives: the wire, the pane and a live watch bar
- the Character window's third tab is in: faction rows under their headers, standing bars, the detail popup and the watch bar, at the reference's own anchors
- all four reputation opcodes parse byte-exact, the flag byte reads the way the client reads it, and a standing gain reveals the faction unless it is hidden
- an end-to-end golden drives live wire bytes through the game data to the exact visible row list
- the reference-code overlap is measured by an instrument instead of asserted — the start of a debt paid in full later in the day

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:09:04 +07:00
SamandClaude Fable 5 524ffe2a61 our API surface is diffed against the client's 19,572 globals
- `--surface` re-runs the comparison against the captured in-world global table on demand, and `--surface-dump` writes our raw side for any tool to join — a one-shot measurement stops drifting
- CreateFrame with an unresolvable template raises exactly as the client does, instead of handing back a bare frame; `inherits=` is one name, matched case-insensitively
- CreateFontString and CreateTexture honour their third argument — 49 corpus call sites were passing an inherit into the void
- the addon-message inbound byte map is corrected (a test had agreed with the wrong constants), and the group-loot roll template publishes under the reference's own name

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:08:30 +07:00
SamandClaude Fable 5 84f93c47de Texture and FontString stop answering each other's methods
- the one shared region table splits into the client's own maps: a Texture no longer answers SetText, a FontString no longer answers SetTexture, and feature-detecting addons see the true surface
- CreateTitleRegion lands whole — object and drag — so an options window that is its own drag handle actually moves
- font-object names resolve whatever their case, and the CursorUpdate/CursorOnUpdate pair arrives for the container-item templates
- GetStringHeight is pruned (1.12 has no such method) and SetPortraitToTexture moves to the global it really is

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:03:34 +07:00
SamandClaude Fable 5 56d515a374 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 ae70c69443 text justification becomes one law across every font table
- the justify verbs had been written three times and drifted three ways; one implementation now serves the region, font-object and message-frame tables, and a cleared axis paints centre, as the client's draw path really does
- MessageFrame and ScrollingMessageFrame gain the ten-verb font block they were missing entirely, so font calls on message frames stop raising
- EnableKeyboard and IsKeyboardEnabled land as real Frame methods — eight addons were dying on their absence
- the harness's METHODS ranking states its own limits instead of reading as a build queue

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 18:50:00 +07:00
SamandClaude Fable 5 7ac19125ab addons talk to each other: the addon message lane, both halves
- SendAddonMessage sends on the real 1.12 lane — an ordinary chat message wearing the addon-language sentinel — across the party, raid, guild and battleground channels, byte-verified in the client binary
- the receive half fires CHAT_MSG_ADDON with the client's own four-argument shape, and the two halves are round-tripped against each other so they cannot drift apart silently
- the `|`-escape scan is carved from the binary: colour escapes inside a message survive exactly as the real client allows them

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 18:38:27 +07:00
SamandClaude Fable 5 9662553528 addons come alive: Bagnon draws, hovers and clicks
- Lua 5.0's generic-for and nested long strings are restored in a forked VM — 60 corpus addons stopped dying on one deleted opcode
- a day of demand-driven carving takes the 218-addon corpus from 24 addons surviving a session start to 114, with 144 loading without a single error
- Bagnon draws a real bag and answers real gestures — hover tooltip, pickup, use, drag — because our frames wear the reference's names, and the reference's own ContainerFrame.lua runs off the player's install instead of being transcribed
- the physics broad phase leaves: nothing in the client reads a contact, and it was measured at up to 41% of main-thread samples in real sessions

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 18:19:08 +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 0accc6ccbb the client starts remembering: zoom, camera, filters, a Combat page
- minimap zoom and the camera's distance and pitch persist across sessions
- the trainer's point-filter is a saved variable now and survives a relog, resetting per packet like the reference
- the options window gains its Combat page, over rows that can write the UI's own saved globals
- the step-up is a rise, not a jump forward — and the descent cone's cap belongs to the body, on every leg

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-08 17:13:23 +07:00
SamandClaude Fable 5 76e787d704 step budgets come from the binary, and a step-down follows the ground
- the step-up and step-down budgets are the client's own verified numbers, and the step regime is chosen by the blocking edge
- walking off a kerb follows the surface down instead of diving past the edge; steep ground supports you only while you are descending onto it
- a ride on a moving platform survives the ground snap, and a vertical wall no longer depends on a float's sign
- trainer and craft rows sort with the real client's own comparators, one per window — Beast Training lists a skill's ranks in ascending order again

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-08 17:13:02 +07:00
SamandClaude Fable 5 8794e340cc the Ironforge lava returns, and the sound crackle is cornered
- the Great Forge's lava stays drawn from every angle, and the chasm catwalk reads as a connected grate again
- music decoding and shader-compile bursts stop crowding the audio's lane, and the output buffer follows the device's real deadline
- the audio path grows its instruments: a mix tap to WAV, a starvation meter, a hardware overload listener
- trainer detail icons carry the reference's own tooltip

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-07 16:03:52 +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 31c224548c the spellbook grows its pet tab, and the pet bar gets its keys
- the spellbook's pet tab lists what the pet knows, with autocast toggled right on the page
- pet ability cooldowns sweep on the pet bar, and the bar binds to 1.12's Secondary Action Button keys
- the options window scrolls its pages in a real trough with seated arrows, nothing overflows the frame anymore
- Esc un-queues a queued strike, and a hostile unit's frame stops showing buffs the real client hides

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-07 16:01:27 +07:00
SamandClaude Fable 5 8549f14dd6 footprints on snow and sand, and the drunk effect staggers in
- drink enough and the screen blurs and your walk meanders, the camera carried along with the stagger; the underwater blur ships in the same lane
- boots leave prints on snow and sand that fade away in about six seconds, paws and hooves included
- key bindings move into the Options window with the rest of the settings, and action buttons abbreviate their hotkeys the way the client does
- the pet bar rearranges by drag, a running pet spell shows its active icon and a click cancels it, and spell ribbons follow their verified physics

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 19:05:51 +07:00
SamandClaude Fable 5 ff1524f85f key bindings become real, and the pet knows when to refuse
- every rebindable key runs through one chord-to-command engine, set in the era Key Bindings window, and buttons show their real keys
- a spell aimed at the ground sends its projectile to that spot, arcing to the point instead of a target
- a pet ordered onto something it can't attack refuses cleanly, and its frame shows the happiness face read from the client's own data
- a window's tabs clamp to the drawn edge and highlight exactly where they sit

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 19:04:33 +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
SamandClaude Fable 5 77dc8f8ead pets get their action bar, macros arrive, and hunters draw the bow
- a hunter's or warlock's pet has its action bar now: attack, follow, stay, the pet's own spells with cooldowns and autocast sparkles
- the macro system lands: the macro window, the icon chooser, /cast and /macro, and macros dragged onto the action bar
- hunter shots look right at last: the bow draws and releases on the shot, and the arrow lays a spark trail its whole flight
- the options window re-dresses in 1.12's own art with the classic dialog look, and gets a working search box and clickable steppers

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 19:03:13 +07:00
SamandClaude Fable 5 7eca017eb0 the Options window goes era, and settings finally persist
- one era-style Options window: window chrome, category list, search box and its own ESC rung, with the game menu reshaped to match
- settings are real CVars now: GetCVar/SetCVar reach Lua, and your changes persist as a diff in benilla/config.toml
- all local state lives in one visible benilla/ folder beside your Data/ — nothing hides in platform config dirs
- UI text stays crisp at any scale and survives a mid-session resolution change: glyphs measure in the environment they raster in

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 18:54:37 +07:00
SamandClaude Fable 5 b82cc3dd4f the loading screen warms every shader, and locked chests say LOCKED
- the loading screen now compiles every shader the world can reach: sky, water, spell shards and model variants stop hitching the first time they appear
- a locked chest's cursor carries the LOCKED word like the real client, and the lock verdict never leaks into the sent packet
- enchanting asks before it acts: a bind-on-enchant item gets its confirm popup, and so does replacing an enchant that's already there
- a long gossip menu scrolls like the reference with rows grown to their wrapped text, and music already playing is not restarted when the server re-sends it

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 18:54:16 +07:00
SamandClaude Fable 5 2d83c8392c mounting keeps your buff visuals, and tooltips say the enchant
- the mount transition re-seats the rider instead of rebuilding them: shield glows, weapon enchants and worn visuals stay lit through mount and dismount
- an enchanted item's tooltip carries its enchant line, coloured per slot, with a temporary enchant's countdown
- a server refusal with nothing to say now says nothing: the raw "Inventory error" debug line is gone, real refusals still print
- the mail icon clears when you close the mailbox, and translucent models classify against the water plane

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 17:53:22 +07:00
SamandClaude Fable 5 f68c0cd958 /follow works end to end, and a parried swing rings out
- follow a player and the screen names who you're following, the right-click menu grows its Follow row, and your own movement is what cancels it — creatures are refused like the real client
- a locked lockbox click asks the server instead of refusing silently, a quest-starter chest offers its quest before opening, and an item on cooldown hides its green "open" line
- a parried swing plays its clang like the real client keys it
- the README's What works / Not built yet caught up on a week of shipping

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 17:51:08 +07:00
SamandClaude Fable 5 03aa04e54d no world until a character is in one
- The login screen stops paying for a world nobody is in. It had been
  streaming and simulating all of Elwynn Forest behind a static image — the
  client began life as a terrain viewer and the streamers never had an off
  switch. The world now boots when you enter it, aimed at the map your
  character is actually on, and logging out releases it. Login frame cost:
  p50 18.6 to 10.3 cpu ms, worst paced frame 308 to 20 ms; entering
  Stratholme is a covered 1.2 s load.
- More login-screen honesty: the fullscreen glue image was re-uploaded to
  the GPU every frame — 22 MB a frame for a still picture — and the
  braziers' fire had been invisible since the 25th, simulating perfectly
  into a camera that is off, because two booths had computed the same render
  layer. Both fixed; the flames are back.
- Indoors got truer: the outdoor world draws only through the portal windows
  actually in frame, as the original does; the painted-skybox gate settled
  on the reference's real rule — any sky-flagged room the portal flood
  reaches; and interior objects — gates, hanging signs, chains — take their
  room's baked light, anchored at their box centre instead of an artist
  pivot that often sits under the floor.
- Hovering with a tooltip up takes its full fix: a tooltip content change
  used to run the whole-UI layout solve twice, and it runs once now, on top
  of the morning's fix that made an unchanged tooltip cost nothing at all.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 19:54:41 +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 1531628a28 copy and paste works everywhere, and the sun keeps its colour
- One text-input law for every field. Login, character create and the delete
  dialog each improvised their own tiny keyboard handling — no caret movement,
  no selection, no clipboard, and Ctrl/Cmd+V typed a literal "v" into the
  password box. All of them now run the same byte-verified edit-box law as
  chat: clipboard, select-all, word moves, shift-selection, the real 0.5 s
  caret blink. The password box masks what you copy off it, like the original.
- Copy/paste on Linux had two independent causes, one per direction: our window
  is Wayland but the clipboard backend spoke X11 only, and a copy relinquished
  the X11 selection the moment it returned (an X11 clipboard lives only as long
  as its owning connection). Both fixed — Wayland windows get a real Wayland
  clipboard, X11 keeps a held handle. AltGr is not Ctrl anymore either, so
  Polish and German layouts can type ą, ć and ź in chat instead of triggering
  select-all. Compile-checked on Linux; wants a real-session retest.
- The exterior sun keeps its colour. A per-channel clamp saturated the warm
  continental sun to pale yellow-white on every sunlit fence, post and doodad;
  the clamp now happens once, at the sum, so the fiery orange survives — the
  reported Silverpine fence and Blackrock steps match the reference's own
  arithmetic.
- A pool has a floor. Undercity's upper slime channels claimed the dry room a
  storey below them — 115 yards down still read as submerged. A pool now stops
  at its own room's floor; a sweep of every building in the shipped world found
  51 such stacked sites across 6 buildings, all closed.
- Ctrl/Cmd+Z hides the whole UI layer for clean screenshots, and instrumented
  debug runs open their window in the background instead of stealing focus.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 19:37:42 +07:00
SamandClaude Fable 5 c887170b37 the social window, the escape menu, and items that work from the bar
- The social window: friends, ignore and `/who`, in the reference's own two-level
  arrangement with its inner tabs and per-row right-click menus. The lists ride the
  real wire — guid-keyed with no names, resolved through the name cache, and capped
  at 50 friends / 25 ignores because those are the client's own caps — and the
  ignore list does its actual job: an ignored speaker's chat is dropped silently, a
  whisper additionally tells the sender, and a duel challenge is auto-declined.
  Guild ships as a disabled tab, which is what a guildless character sees.
- The escape menu: ESC's last rung finally opens something. The game menu lands at
  the reference's own size and ladder, and leaving works — logout and quit with the
  server owning the clock (instant at an inn, refused in combat, or the 20-second
  countdown), narrated by the real camp/quit dialogs. While the menu holds the
  center nothing else opens, and the bag bar greys out under it.
- Items on the action bar act like items. An equipped trinket was a dead button;
  the reference's use law is two stages — not equippable means use, equippable and
  already worn means use in place — over its exact search order (equipment first,
  then the bags, then the backpack, then the keyring; never the bank). What can go
  on the bar is now the reference's own two filters, byte-read: an item with an
  on-use spell or one you can equip, and no passive spells — and dropping a passive
  there speaks the real client's own line, "You can't put a passive ability in the
  action bar."
- A quest-starter item opens its quest instead of "The item was not found." The
  question goes to the item's own guid, never through item-use — which the server
  refuses for every one of the 215 quest-starter items — and refusing the quest
  says what the client says, then closes the window.
- For the toolbox: a pixel pick that reports everything under the cursor all the
  way back, a lens that says which render phase a draw landed in, and switches that
  separate "discarded" from "lost depth" from "never drawn" — built while cornering
  a flickering tent, whose fix ships in the next snapshot.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 19:19:06 +07:00
SamandClaude Fable 5 c1ba444119 the micro menu, the ping meter, and the PvP flag
- The main menu bar's two empty recesses fill. The micro menu — the eight arched
  buttons: character, spellbook, talents, quest log, socials, world map, main menu,
  help — sits in the dark panel between the page arrows and the bags, transcribed
  from the reference's own layout: the character button wears your portrait, a button
  holds itself down while its panel is up, and the talent button appears at level 10.
  The latency meter fills the one slot the bar art leaves transparent for exactly it,
  tinted green/yellow/red on the reference's 300/600 ms thresholds and drawn UNDER
  the bar art, seen through its window, the way 1.12 actually does it. The socials
  and main-menu buttons find their panels one snapshot later; help still waits.
- The UI explains itself on hover: 1.12 ships its detailed two-line tooltips ON — a
  FrameXML default, not the opt-in extra it is often remembered as — so the micro
  buttons, your own portrait, the XP bar, the five bag buttons and the ping meter
  all answer a hover with the reference's own explanations.
- The PvP flag, end to end: crossed swords on the player, target and party frames,
  driven by the two descriptor bits the wire actually carries, and `/pvp` speaks —
  the yellow toast plus the system chat line, the OFF sentence being the one that
  warns the flag lingers for five minutes. It really does linger: turning it off
  waits out the server's timer, which looks like a bug and is the reference.
- Quest markers stopped freezing. The grey `!` over a questgiver above your level
  goes gold the moment you ding, an NPC re-entering view is asked afresh instead of
  wearing a session-old answer, and the marker drops when the questgiver bit goes
  off — the re-ask triggers mirror the reference's own set, plus one named addition
  (your own level changing).
- Water and heights: swimming downhill no longer bounces between swim and fall ten
  times a second — the surface line is a two-sided constraint, so the swimmer
  settles with the river instead of being left behind by it. And collision height
  is per-unit now, read from the unit's own model: a gnome used to swim with a
  third of a yard of water over her head because five depth lines were quoting a
  human's number.
- A round of pixel honesty in text and chat: the newest chat line no longer wears a
  wider drop shadow than every line above it (shadows move in whole pixels now),
  keeps its descenders, and hover boxes stop painting over the chat body. The chat
  input's history browse survives programmatic edits, a failed script chunk warns
  instead of vanishing, and recall deepens to 64 lines. Idle animation got honest
  too: a model's idle is Stand resolved through its own lookup table — never
  file order, which had the duel flag bobbing on its spawn clip — and an armed idle
  is culled on the box its animation authors, not the bind pose, so the flag stops
  vanishing at most camera angles.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 19:17:47 +07:00
SamandClaude Opus 5 959fb8ba08 duels, inspecting other players, and water that ends at the bank
- Duels. Challenge another player from their right-click menu, or with `/duel`, and
  `/forfeit` to give it up. Both popups are there — the challenge you accept or decline, and
  the warning when you leave the field — with the flag countdown between them, and the outcome
  printed in chat when someone is knocked out or flees. Read off the reference client's own
  duel packets and the three globals it keeps client-side, which is why the challenger reads
  "You have requested a duel." even though the server never echoes that back.
- Inspect. Right-click a player and open their paper doll: their nineteen publicly visible
  equipment slots with icon, name, quality and a linkable item, and their body standing in
  the pane, which follows along if you retarget while the window is open. No stack counts and
  no durability — those are not fields another player publishes, which is exactly why the
  reference client's inspect doll has never shown them either.
- Water knows where it stops. Swimming used to trigger in the dry tunnel thirty yards under
  Stormwind's canal, and in mid-air over Blackrock's lava. A liquid is now the grid the map
  file actually stores — one wet flag per cell, and the surface height a bilinear over the
  four corners of the cell you are standing in, the same sample the reference client takes —
  so the water starts at the bank and its surface sits where your eye puts it. Lava is a
  liquid you swim in, an indoor liquid asks the building you are inside, and `/liquid` prints
  every surface claiming your feet and where each one came from.
- Creature parts authored to appear only on death — the voidwalker, the banshee, the ooze,
  the stone elemental, the infernal — were drawing the whole time: material alpha now bakes
  per animation sequence and the unit lane actually evaluates it. The character and inspect
  model panes are lit by the reference widget's own single light instead of blowing out white,
  the rotate arrows spin while you hold them, and the transparent sort ladder had its sign
  backwards, so overhead names draw over water again instead of being painted out by a canal
  behind them. Underneath, the protocol writer's 95-verb drawer and its thousand-line spell
  module split into per-family files — no behaviour change, just a tree you can find things in.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-25 18:22:05 +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