- 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>
- 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>
- 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>
- The social window: friends, ignore and `/who`, in the reference's own two-level
arrangement with its inner tabs and per-row right-click menus. The lists ride the
real wire — guid-keyed with no names, resolved through the name cache, and capped
at 50 friends / 25 ignores because those are the client's own caps — and the
ignore list does its actual job: an ignored speaker's chat is dropped silently, a
whisper additionally tells the sender, and a duel challenge is auto-declined.
Guild ships as a disabled tab, which is what a guildless character sees.
- The escape menu: ESC's last rung finally opens something. The game menu lands at
the reference's own size and ladder, and leaving works — logout and quit with the
server owning the clock (instant at an inn, refused in combat, or the 20-second
countdown), narrated by the real camp/quit dialogs. While the menu holds the
center nothing else opens, and the bag bar greys out under it.
- Items on the action bar act like items. An equipped trinket was a dead button;
the reference's use law is two stages — not equippable means use, equippable and
already worn means use in place — over its exact search order (equipment first,
then the bags, then the backpack, then the keyring; never the bank). What can go
on the bar is now the reference's own two filters, byte-read: an item with an
on-use spell or one you can equip, and no passive spells — and dropping a passive
there speaks the real client's own line, "You can't put a passive ability in the
action bar."
- A quest-starter item opens its quest instead of "The item was not found." The
question goes to the item's own guid, never through item-use — which the server
refuses for every one of the 215 quest-starter items — and refusing the quest
says what the client says, then closes the window.
- For the toolbox: a pixel pick that reports everything under the cursor all the
way back, a lens that says which render phase a draw landed in, and switches that
separate "discarded" from "lost depth" from "never drawn" — built while cornering
a flickering tent, whose fix ships in the next snapshot.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Duels. Challenge another player from their right-click menu, or with `/duel`, and
`/forfeit` to give it up. Both popups are there — the challenge you accept or decline, and
the warning when you leave the field — with the flag countdown between them, and the outcome
printed in chat when someone is knocked out or flees. Read off the reference client's own
duel packets and the three globals it keeps client-side, which is why the challenger reads
"You have requested a duel." even though the server never echoes that back.
- Inspect. Right-click a player and open their paper doll: their nineteen publicly visible
equipment slots with icon, name, quality and a linkable item, and their body standing in
the pane, which follows along if you retarget while the window is open. No stack counts and
no durability — those are not fields another player publishes, which is exactly why the
reference client's inspect doll has never shown them either.
- Water knows where it stops. Swimming used to trigger in the dry tunnel thirty yards under
Stormwind's canal, and in mid-air over Blackrock's lava. A liquid is now the grid the map
file actually stores — one wet flag per cell, and the surface height a bilinear over the
four corners of the cell you are standing in, the same sample the reference client takes —
so the water starts at the bank and its surface sits where your eye puts it. Lava is a
liquid you swim in, an indoor liquid asks the building you are inside, and `/liquid` prints
every surface claiming your feet and where each one came from.
- Creature parts authored to appear only on death — the voidwalker, the banshee, the ooze,
the stone elemental, the infernal — were drawing the whole time: material alpha now bakes
per animation sequence and the unit lane actually evaluates it. The character and inspect
model panes are lit by the reference widget's own single light instead of blowing out white,
the rotate arrows spin while you hold them, and the transparent sort ladder had its sign
backwards, so overhead names draw over water again instead of being painted out by a canal
behind them. Underneath, the protocol writer's 95-verb drawer and its thousand-line spell
module split into per-family files — no behaviour change, just a tree you can find things in.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>