Commit Graph
19 Commits
Author SHA1 Message Date
SamandClaude Fable 5 143a734b91 slow fall, levitate and water walking work, and Z sheathes your weapon
- the granted movement modes are one system now: slow fall slows, levitate hovers, water walking holds the surface, a root pins you even mid-air
- casting while moving refuses with the real error, and a jump cast plays its animation in the air
- Z cycles melee, ranged, stowed, every landed swing draws the weapon, and Alt-Z hides the UI
- login faces where you logged out, and the dev shortcuts moved to Ctrl+Shift off the Windows key

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 18:00:46 +07:00
SamandClaude Fable 5 59b4a4f4ce buff timers tick, ground spells find the floor, stuck drags let go
- 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>
2026-07-31 17:01:51 +07:00
SamandClaude Fable 5 ab65981ebf cooldown pies, warmed shaders, and a tamer Frost Nova glow
- the spellbook draws the cooldown pie on a spell that's cooling down, and the active form's slot lights its checked ring
- shader variants warm at startup (with a tripwire if one ever compiles live), so a first cast no longer hitches on shader compile
- additive glow stacks clamp the way the original scene does, taming Frost Nova's blown-out mist, and shoulder cards split only at rigidly separable bones
- the login handshake now reads the same under both SRP encodings, and cooldown events no longer race the net step

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 17:01:30 +07:00
SamandClaude Fable 5 167f80d92d stealth dims its sparkles, and gear changes stop rebuilding you
- a stealthed unit's particles and ribbons now dim with the body, and a depth-prime pass stops overlapping translucent parts from darkening each other
- changing gear re-dresses the character in place instead of tearing the whole model down and rebuilding it
- terrain tiles furnish cell-by-cell and model render forms build paced across frames, so first contact with fresh ground no longer hitches
- Ghost Wolf renders properly ghostly, and a live toggle swaps its action-bar icon to the active form while it holds

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 17:01:07 +07:00
SamandClaude Fable 5 9562380a64 deaths dissolve properly and item effects reach every pane
- elementals no longer freeze mid-air as corpses: a one-shot death band's clock now clamps instead of wrapping, so the authored dissolve plays out
- an equipped item's sparkles, cards and glows reach the character-select booth and the character sheet's model pane, and a tint reaches a unit's attached items too
- unit lighting is back on the terrain-shade chain, and light ramps chase a clamped target so walking from sun into shade actually ramps
- test accounts gained a full-roster seeding verb (every class levelled, geared and specced in one command)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 19:41:05 +07:00
SamandClaude Fable 5 3fbfebd604 stealth you can see, item glows, and smooth character-select skies
- 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>
2026-07-30 19:40:54 +07:00
SamandClaude Fable 5 56c62c7591 point-and-click casting: Blizzard lands where you aim
- ground-targeted spells work end to end: press the button, get the targeting cursor, click the ground, and the cast ships on the wire the way the real client sends it
- a reticle sized to the spell's real radius rides the cursor, and on the click the storm model, falling shards and area sound all land at the point
- character screens: a newly created character comes back selected on the list, and the authored layout scales to small windows instead of clipping the bottom controls off
- blob shadows ride their receiver's clip transform and the raster bias that kept them faint is measured and fixed

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 19:40:05 +07:00
SamandClaude Fable 5 d3e05f32e5 the world only pays for what's on screen, and the leak is gone
- 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>
2026-07-30 19:39:56 +07:00
SamandClaude Fable 5 03aa04e54d no world until a character is in one
- The login screen stops paying for a world nobody is in. It had been
  streaming and simulating all of Elwynn Forest behind a static image — the
  client began life as a terrain viewer and the streamers never had an off
  switch. The world now boots when you enter it, aimed at the map your
  character is actually on, and logging out releases it. Login frame cost:
  p50 18.6 to 10.3 cpu ms, worst paced frame 308 to 20 ms; entering
  Stratholme is a covered 1.2 s load.
- More login-screen honesty: the fullscreen glue image was re-uploaded to
  the GPU every frame — 22 MB a frame for a still picture — and the
  braziers' fire had been invisible since the 25th, simulating perfectly
  into a camera that is off, because two booths had computed the same render
  layer. Both fixed; the flames are back.
- Indoors got truer: the outdoor world draws only through the portal windows
  actually in frame, as the original does; the painted-skybox gate settled
  on the reference's real rule — any sky-flagged room the portal flood
  reaches; and interior objects — gates, hanging signs, chains — take their
  room's baked light, anchored at their box centre instead of an artist
  pivot that often sits under the floor.
- Hovering with a tooltip up takes its full fix: a tooltip content change
  used to run the whole-UI layout solve twice, and it runs once now, on top
  of the morning's fix that made an unchanged tooltip cost nothing at all.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 19:54:41 +07:00
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 ac4d859a1b the doodad sun law, read straight from the real client's own draw calls
- Why fences glowed noon-warm at midnight: our sun lane multiplied the
  day/night colour by the client's documented 2.5 for doodads on lit ground,
  which pushes past white and clips to a daylit face. Two days of binary
  archaeology confirmed that multiply is real — on a render path the
  reference machine turns out not to run.
- The settle was an API trace of the actual 1.12.1 client standing at the
  same fences: on its Direct3D path the sun arrives at the day/night colour
  clamped to at most full strength — one for lit ground, half in baked
  shadow, never brighter than the palette. Our lane now commits exactly
  that. Midnight is moonlit blue, and adjacent lit/shaded fences blend the
  way the original does.
- Along the way: a capture-window override for era-resolution A/Bs, and a
  calibration dial that lived exactly one day — the by-eye level it found
  matched the traced law to a few parts in 255, then retired.
- Separately, the $-macro text expander now runs everywhere the original
  runs it: chat lines, mail bodies and item text, not just the UI strings.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 19:53:10 +07:00
SamandClaude Fable 5 73646cbeaf the midnight fence hunt begins, and a spell's ground glow comes back
- Sun-lit fences rendered noon-bright at midnight. The hunt starts here: the
  model sun response switches to the curve read out of the real client's own
  shipped vertex program, the terrain-shadow bit under any doodad became a
  one-command query, and a new golden frame holds a fence lying across the
  shadow boundary — both states of the sun term in a single image (with a
  night twin). The full resolution lands in the next snapshot.
- Arcane Explosion's ground decal drew as a black tile: the additive blend
  was lost when a decal hopped render lanes. A regression, bisected with a
  human grading each build, and fixed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 19:52:55 +07:00
SamandClaude Fable 5 5166756571 every effect rides one stream, and the bag tooltip costs nothing
- Particles, ribbon trails, blob shadows, the selection ring, ground decals,
  water foam and the weather all push their quads into one shared vertex
  stream now — one buffer, batched draws, indices built per frame in draw
  order. ~1,100 emitters at the crowded dungeon spot stopped being ~1,100 mesh
  assets the engine reallocated every frame, no material asset is ever mutated
  for an effect again, and adjacent draws merge like the original's own batches
  (its measured shape: 793 quads in 23 draws). Vertices went camera-relative on
  the way — the fix for streaks and flakes vanishing in far zones, where the
  raw coordinates get big.
- Hovering an item in your bags cost +14 CPU ms for as long as the tooltip sat
  open. The tooltip's refresh loop is faithful 1.12 behaviour (the bag button
  re-runs its hover every frame, unthrottled, so a late-arriving item fills in
  without a re-hover) — but each rebuild dropped the text measuring cache, so
  every frame re-shaped every line. One line keeps the cache: +14 → +0.1 ms,
  and the paperdoll, inspect and merchant tooltips stop paying the same tax as
  spikes.
- "Which room is this creature in" walks one anchor per model instead of every
  lit part — ~13,700 part visits a frame became ~1,700 anchor rows. The
  frame-time win was honestly flat (the cost had already moved elsewhere); it
  lands for the structure, and the old sweep's repair duties became
  event-driven with it.
- The perf probe defends its own window now — always-on-top from the first
  tick, occlusion counted on the measurement line — after two long overnight
  runs were silently destroyed by the display going to sleep.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 21:55:53 +07:00
SamandClaude Fable 5 63efec188f the skinning code catches up, and 59k bone entities become arrays
- An honest correction first: the previous snapshot's message announced the
  owned skinning lane, but the code itself missed that snapshot by minutes —
  two sessions landed at once and the export carried the older tree. The
  skinning lane actually ships here, together with its follow-up.
- The follow-up is the bone-entity collapse. A creature's ~75-bone skeleton
  existed as ~75 world entities, each paying transform propagation and
  bookkeeping every frame, to serve the ~5 bones anything actually hangs off
  (held weapons, glow emitters, the mount seat, overhead markers). A rig's pose
  now lives in plain arrays on the model itself; only the consumer anchor
  points remain as entities. At the crowded dungeon spot ~59,000 entities
  became ~28,000 anchors (80k total → 50k), palette uploads coalesce into a
  handful of writes, and another ~3 CPU ms came off the frame.
- The movement echo the server sends about your own character is applied now,
  the way the original client always applied it — groundwork that GM flight
  cashes in later today.
- The capture harness pins its clock per frame now, not just its frame count —
  a slow run used to drift every animation out from under a golden image.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 21:55:01 +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 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