Commit Graph
5 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 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 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