- 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>