Commit Graph
12 Commits
Author SHA1 Message Date
SamandClaude Fable 5 90efd4efad the voidwalker's eyes come back, and skinning becomes ours
- 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>
2026-07-27 19:38:40 +07:00
SamandClaude Fable 5 d00912edd0 crowded dungeons back to 60 fps: two per-NPC costs collapse
- The dungeon framerate reports were right about the mechanism: the cost is
  CPU-side and it scales with NPC count, not with what's drawn. Two per-unit
  lanes were each 30–100x more expensive than the work they do. Measured at the
  reported Lower Blackrock Spire spot: 29.7 ms/frame, 72 CPU ms, before.
- "Which room is this NPC in" scanned whole dungeon groups triangle by
  triangle — a spire stacks several 15k-face groups into any vertical column,
  so 37 moving NPCs cost 1.2 million triangle tests per frame. Each group's
  faces now sit in a column index built at load; same verdicts (pinned by
  exactness tests), 88k tests, the lane drops from 11.3 ms to 1.1 ms.
- Animating one creature cost ~190 microseconds per frame in generic per-bone
  animation machinery — hash lookups and boxed curves per bone, mostly to
  produce constants. A direct pose evaluator now does the same math into the
  same joints for ~16 microseconds per rig, checked bone-for-bone against the
  old output across crossfades, overlays and masks. The reference animates
  every in-range unit with no view cull, and now so can we: a raid's worth of
  animating rigs (~450) costs ~4 CPU ms where it used to cost ~85.
- Net at the reported spot: a flat 60 fps. The performance probes also learned
  to report CPU work (ms and %) instead of wall-clock fps, which is what makes
  these numbers repeatable on a busy machine — and comparable to the Mac
  report's own units.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 19:38:22 +07:00
SamandClaude Fable 5 fd54ea9197 walkers keep walking, and dungeon entrances stop dropping you
- A creature that was already walking when it came into view stood frozen at
  its spawn point, then teleported — up to a full wander leg, 30 yards in the
  worst measured case — when its next movement packet arrived. The create
  packet carries the live path (where the unit is along it, how much is left)
  and we parsed all of it into the void. The unit now joins its walk exactly
  where the server has it: measured before/after, 13% of movement starts were
  over-a-yard teleports, now effectively zero.
- Walking into Zul'Gurub or Stratholme through the portal dropped you straight
  through the world. The landing check asks "is there a floor under me?" — but
  on the arrival frame the loaded world is still the map you just left, and an
  instance entrance is a copy of its outdoor ground at the same coordinates,
  0.23 yards under your feet. The old floor said yes, then despawned. The hold
  now waits for the destination's own ground to arrive, and a world that never
  arrives keeps the loading screen instead of dropping you into the void.
- Same fix covers a decoder hazard found on the way: a plain two-point path
  announces two points but ships only the destination, and trusting the count
  over-ran the packet — it never fires on our server's pathfinder, but now it
  can't.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 19:38:01 +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 7823f6a47a underwater only when you're in the water, and druid forms work
- A pool belongs to a room now. Uldaman read as deep underwater because a
  mushroom cave's pool 186 yards up claimed every position beneath it forever;
  Undercity's NPCs swam on dry stone because Tirisfal's lake — 95 yards of rock
  overhead — still answered for them, and the camera took the whole screen
  underwater with it. Every liquid query (player, camera eye, every unit) is now
  scoped to the building that owns the water, verified against the real 1.12.1
  files at both reported spots.
- Druid forms work. A live display change — shapeshift, GM morph, revive — was
  only ever read at spawn; now the model swaps instantly and a size change eases
  over the real client's two seconds. A bear-form druid shows no weapon, exactly
  like the original: only a character body attaches held items.
- 126 NPCs across the world were bald and earless. An amulet's display row sits
  in their head slot, and its "tuck the hair under the helm" mask fired with no
  helm to tuck under. A mask now needs an actual helm model; the gnome suppliers
  get their pigtails, ears and earrings back.
- The pouring lava in Blackrock Mountain and the Great Forge came back. A prop
  that spans several rooms (a lava fall is named by up to 19) was culled with
  only the first room that names it, so it blinked in and out by camera angle.
  A prop now draws while any of its rooms is visible.
- The Undercity entrance lightshafts dim to their authored 10% instead of
  flooding the throne room with blinding white columns.
- An indoor pool fogs with its room now, instead of hazing with the outdoor
  scene while the wall beside it hazed with the room. Magma and slime take fog
  too — "fullbright" in the data meant unlit, never unfogged.
- Backing the camera out through the Deadmines entrance swirl no longer blanks
  the whole dungeon: the sealed pocket behind the portal has a detail-only
  floor the room-finder couldn't stand on, so it declared you outside. A third
  fallback leg now names the room from the camera-collision faces.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 19:37:17 +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 2c55790ec1 portals work, GameObjects animate, and the tent stops flickering
- Area triggers exist now, so portals work: every teleport pad, dungeon entrance
  and enter-a-place quest volume reports the reference's own way — one exit latch,
  first containing volume on the map wins, a sphere or a yawed box. Verified live:
  Rut'theran to Darnassus, the Deadmines worldport, and a level-gated entrance
  refusing with the server's own "You must be at least level 10 to enter."
- GameObjects animate. Every animated object arms its idle the moment it goes live
  (doors and chests used to flash bind pose for a frame), a missing rest pose is
  remapped the way the reference remaps it instead of playing nothing — the
  Ahn'Qiraj gate's root tangle stood frozen for want of a Closed clip — and the
  state machine covers the verified twenty of thirty-one object types instead of
  three: fourteen hundred spawns' worth of traps, goobers, books and questgivers
  now change pose off the wire.
- The flickering tent is still. Cloth you can see from both sides is authored as
  two reversed copies of the same sheet, and the real client backface-culls each
  copy from its wrong side so exactly one covers any pixel; we drew every building
  batch two-sided, which left the winner to floating-point noise, flickering while
  the camera crept. WMO materials now honor their cull flag.
- A sweep of long-standing visual bugs: effects respect the far-clip wall — a
  ferry's deck lanterns were drawing from 7,000 yards away; the night-elf eye glow
  goes out in first person instead of leaving two orbs burning in mid-air; the
  goblins' stray white hair tuft is gone (a duplicated table key resolved last-wins
  where the client scans first-wins); lava and slime finally have their own
  submerged view — the dense fiery orange and dense green of the real thing, off
  two fixed lighting rows nothing in the zone data points at; and the far-horizon
  band overlaps the detailed terrain instead of leaving a strip of sky at lowered
  view distance.
- Two caught at the keyboard: the backpack icon greys instead of vanishing while
  the escape menu is up, and the world map is a real panel now — it can no longer
  open over the menu, and ESC closes it first like everything else.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 19:20:51 +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 Opus 5 c48d8c6b7e other players walk the world, and NPCs speak your name
- Other players walk the world. A watched player's motion between server updates now runs through
  the same grounded movement resolve as your own character — same capsule, same colliders, same
  step-up and ground election — so they follow terrain every frame instead of every packet, and
  stop at a wall instead of walking into it and being snapped back. Their jumps are swept against
  the world too, and a standstill jump steered mid-air reports that steer, the one mid-air press
  the reference client broadcasts rather than defers.
- The move relay rebuilt: relayed moves ride a per-unit chain on real time, a due move never jumps
  ahead of its unit's queue, and SMSG_COMPRESSED_MOVES — the batched carrier the server sends under
  load — is decoded rather than skipped. Our own send path now matches the reference client's:
  facing streams while moving, Nagle is off so each packet is one write, and the strafe axis nets so
  left and right can never ride the same packet.
- NPC and quest text speaks the whole $-macro grammar, carved from the reference bytes — your name,
  class and race, the gendered forms, and the server's live world states — and the same
  substitution feeds gossip, quest text, the quest log and unit frames. Greetings are a weighted
  draw, rolled per NPC per open, and a quest giver with no quest to give is no longer clickable,
  where it used to open a dialog holding nothing but a placeholder greeting.
- Spell tooltips finish the reference's line law: cast time and cooldown behind the real passive
  gate, the required tool or form, the reagents block, the chance-to-X line, a multi-bit
  equipped-item requirement named properly instead of by raw bits, and a buff's dispel class.
- The UI layout engine got a dense, reusable anchor solver, and a change gate that skips the resolve
  entirely on frames where no layout input moved — in practice, almost every idle frame. Pets are
  named by their pet number rather than a creature-template entry, so the client asks the query the
  server can actually answer. And the asset extractor grew a stray-geometry census for tracking
  down geometry that renders where it should not.

This snapshot replaces the six dated `sync` commits that stood here before it, whose subjects said
nothing but the date. If you cloned before now: `git fetch && git reset --hard origin/main`.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-25 14:57:54 +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