- spell shimmer timing is right: shared clocks tick together, each cast anchors its own
- the flickering ground items in Orgrimmar are fixed, a transparent draw-order tie
- static scenery answers the mouse again, and the freeze debuff's crackle rings at the target
- bug reports moved to Discord, GitHub issues are closed
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- buff durations count down properly: the bar polls the remaining time every frame and a server-sent span reads as real seconds
- ground-targeted spells find the floor: Consecration's and Flamestrike's hovering discs ride the decal projector, and Frost Nova's births ride its expanding ring (the emitter params are per-frame tracks now)
- a spell or action stuck on the cursor lets go on a left click, and a macOS hardware-cursor drift heals itself in-process
- a stealthed weapon fades right: the fade twin's cutout follows the source blend, so an opaque batch never alpha-tests mid-fade
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- stealth reads as stealth now: the body fades to the reference's 30 % and creeps with the proper stealth walk and stand poses
- the item and enchant glow subsystem exists: permanent weapon glows and enchant visuals show in the world and at character select
- the character-select background's colour banding (the reported "16-bit" look) is fixed at the render target, and the tauren stage's black corners with it
- aura body tints got a real per-instance channel, so a spell can tint the whole unit without touching its neighbours
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- terrain draws per chunk now, and one authority culls everything outside: buildings, billboard cards, particle emitters
- the fps and memory creep on long flights is fixed twice over: material animations only tick what something draws, and far-away art is released by distance (with a 30 s dwell floor so fast cameras don't thrash it)
- the second crash ever reported (a cast racing a despawning unit at flight speed) is fixed, with a regression test that reproduces the exact panic
- every build now prints which commit it is, so a bug report can say exactly what it ran
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- The keyring is built. Your first key makes the keyring button appear by
the bags, opening the window the original keeps its dungeon keys in — the
server had been sending the keys all along; nothing had ever shown them.
- Keys open their doors now. The client used to cast the open as a bare
spell, which the server rightly refuses; it now sends the item-use the
original sends, carrying which key from which slot. The tooltip plays
along: "Locked" turns the soft green when something you carry opens it,
and a key stops inventing a "Use: Opening" line it never had.
- A building can own the sky: a WMO can name its own painted skybox, and
Stratholme's burning city now draws its near-black-to-red dome instead of
the zone's khaki gradient. The exact rule for when it applies settles in
the next snapshot.
- Signpost tooltips follow the cursor again — the tooltip anchor forks per
object class, corner for doors, cursor for signs — and the Blasted Lands
lightning stops striking the same spot for ever: a placed doodad re-rolls
its animation variation every play-window, like the original.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
- 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>
- 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>
- 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>