Commit Graph
12 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 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 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 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 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