Commit Graph
3 Commits
Author SHA1 Message Date
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