Commit Graph
4 Commits
Author SHA1 Message Date
SamandClaude Fable 5 34fdbd1d16 the keyring lands, keys open doors, and a building can own the sky
- 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>
2026-07-29 19:54:18 +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 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