Commit Graph
32 Commits
Author SHA1 Message Date
gromandClaude Opus 5 81d96af35d Everwood: the HD/OctoWoW line of benilla, imported onto upstream
This checkout had no git history at all, so this one commit carries the whole
of the Everwood work as a single import on top of chairmanpow/benilla-octo's
`main` (706cd71). The two trees have genuinely diverged — each has files the
other does not — so this is a fork point, not a catch-up.

Today's work, which is the reason a baseline exists at all:

- Booth previews no longer cast world shadows (`NO_BOOTH_SHADOW`). Portrait
  characters were entering the sun's shadow cascades, so every skinned-rig
  shadow specialization compiled live mid-frame; the hitch detector logged
  "main thread blocked 1316 ms" beside a `compiled LIVE` warning. This was
  the Fashion/Tmog stutter.
- Per-pane dress-up: each `DressUpModel` pane assembles and stages its own
  tried-on look instead of every pane mirroring the live player.
- Item template cache is append-only JSONL written on the IO pool, replacing
  an 11.6 MB whole-map JSON rewrite on the main thread every 10 s.
- `WOW_SYSTEM_TIMING` rebuilt per-thread: it took 2 mutexes per system enter
  and 4 per exit, costing 15 ms a frame (590 fps -> 60) and corrupting the
  measurements it was taken to produce.
- The visibility-churn sweep moved to its own `WOW_FLASH_CHURN` switch, so a
  frame-cost reading no longer pays 2.7 ms a frame for it.

Local state (`benilla-config/`, `logs/`, `target/`) is excluded by the
existing .gitignore; the account credential it holds is not in this commit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
2026-10-15 15:01:14 -06:00
Sam SungandClaude Opus 5.5 45b7914c9e The stock login screen logs in; realmd 0x0E is a success (#970)
Under `WOW_GLUE_STOCK=1` the stock login screen now logs in. Separately, realmd's 0x0E answer was refused by the native login too.

In 1.12.1 the glue manager runs the screen states (`0xb41da0`): `DefaultServerLogin` (`0x46afb0`) needs the agreements accepted and opens the status dialog; each tick re-texts it from the logon's state and result (`0x46b140`, tables `0x836b40`, `0x836b78`); the world connect re-texts it every frame (`0x46be8b`). The agreements seed from `readTOS`/`readEULA` (`0x46a400`). Realmd 0x0E is a success (`0x5b2cd4`); a proof's 0x0A changes nothing (`0x5bada2`).

The glue core verbs, the glue manager over the native login, the agreement CVars, `SimpleHTML file=`, case-insensitive loose files and a benilla Realmlist layer file are built; the protocol accepts 0x0E. A recorded `Deviation:` keeps the interface signature checks off.

Tests: fake-realmd refusals and 0x0E; stock-screen login reaching the native submit.

Part of #856

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 10:28:08 +07:00
Sam SungandClaude Opus 5.5 1d1f0a2c03 Comments in benilla-app, the glue screens, harness, settings and the rest: one line of fact each, no history, no record numbers (#365)
Part of #41: the last of five `benilla-app` pieces. This one is everything the others did not cover: the addon harness, the settings registry, the glue screens (login, realm list, character select and create), key bindings, the minimap, nameplates, the loading screen, transports, the performance instruments, the smaller modules, the integration tests, and the UI asset files (`OptionsFrame.xml`, `benilla.toc` and the rest). Their comments are rewritten to the rule in `docs/METHOD.md`, which is what the code does and the reference fact behind it, in a line. 27,351 comment lines become 11,010.

Fixes #33. Fixes #103.

- **The mechanical strip.** The citations that were only a private record number go first, and each edit is shown to be a pure removal.
- **Wrong facts corrected.** The rewrite corrects the comments that stated wrong facts. Among them:
  - The weapon trail's emissive is 0 (`0x70ca30`): the trail is a type-5 render record, so its ambient-only light term is exact.
  - The camera-style dropdown writes "1", "2", "0" (`UIOptionsFrame.lua:525,536,547`); several register-site addresses in the settings table are corrected.
  - The graphics settings are held until `RestartGx`, as in 1.12; `Fonts.xml`'s early load no longer carries a false reason.
  - vmangos sends a player-name invalidation after a rename (`CharacterHandler.cpp:839`), and the cinematic camera's announce packet has an empty handler there (`MiscHandler.cpp:919`).
  - Stock FrameXML and GlueXML line citations are checked against the stock 1.12 files, and vmangos line citations against the pinned revision.
- **Deviation labels.** "Deviation:" now marks only a choice with its recorded reason. Declining to copy a reference defect is stated plainly, and so is an unbuilt behaviour or an untraced one.
- **Verification.** Every file strips to identical code, apart from test literals in `login/`, `death/` and `ui_script/death_tests.rs` that now use placeholder account and character names, and `cargo fmt --check` is clean. Six second readers compared every file old against new, restored the facts the rewrite had dropped, and checked each new citation against the code, the stock files, vmangos and the reference.

A second commit corrects one comment in `benilla-ui` (`unit_is_grey`: the reference's exclusion is players only). A third lowers `ui_script_wall`'s ceiling from 45 to 40: five gameplay files named `UiScript` only in comments the rewrite removed, and the ratchet asks for the number to follow.

Behaviour differences the rewrite surfaced are filed as their own issues (#339 to #353 among them). String literals are untouched; they are #92.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 00:27:56 +07:00
SamandClaude Fable 5.1 fd8ba04fa8 benilla enters a battleground, and a ghost finds its way back
- the area spirit healer works: a ghost at a battleground graveyard is picked up by the reference's 20-yard poll, the resurrect dialog shows, and the wave brings the body back (2291)
- WOW_PROBE_BG enters Warsong Gulch by the real road, battlemaster, queue, port, and censuses the match from inside: terrain, world states, the readout, the scoreboard, the graveyard (2290)
- the battlefield minimap is driven end to end by a harness: the demand load, the tiles, the overlays, the blips and the tab (2293)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-17 16:43:22 +07:00
SamandClaude Fable 5.1 fd3cab864a meeting stones join, the claw trail draws, and the gun flashes
- a right-click on a meeting stone joins its queue: the stone's own join packet with its four refusals, and the stone you are queued at goes dark on the minimap frame (2283)
- the druid's Swipe draws its claw trail: spell effects run their authored texture scroll, each on its own cast's clock (2282)
- a gun's muzzle blast plays: the weapon model runs its own release animation, whose emitters were authored on the rifle and never had a clock (2281, 2286)
- README: battlegrounds are the one big feature left on the roadmap, now that meeting stones are in

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-17 16:40:49 +07:00
SamandClaude Fable 5.1 8562fb0ef1 a crash leaves a report, and the wire's counts are capped
- a panic writes benilla-config/Diagnostics/crash-<time>.txt with the build id, the location, a backtrace and the last 200 log lines, and names the file as its last line, so a bug report can attach it (2266)
- every wire-count allocation hint is capped and the compressed update object reads through the cursor, so a malformed packet can no longer ask for gigabytes (2266)
- the 23 in-world run conditions are one set, the 45 probe variables one registry, the install-gated tests say when they skip, and every gate is timed (2266)
- one workspace-level lint allowance replaces 413 per-site attributes, and the decision corpus gets a lint in the gate (2266)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-17 16:38:59 +07:00
SamandClaude Fable 5.1 b0082b6668 the world draws inside the UI pass, and Questie's zone table fills
- the world is the first draw of the UI camera's main pass, not a pass before it: one render-pass boundary fewer, −0.9 ms of GPU on the Air at full render scale (2234)
- the world-map catalog seeds at the VM's birth, before any addon file runs, so Questie's Astrolabe builds its zone table instead of raising on every path (2240)
- the login's own tutorials wait for the interface, and a cross-map worldport fires PLAYER_LEAVING_WORLD, guarded by the reference's once-per-world latch (2232, 2235, 2239)
- WOW_PROBE_BGQUEUE makes "log in while queued for a battleground" reproducible (2237)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-15 16:59:49 +07:00
SamandClaude Fable 5.1 99b55f58ee a bad macro fails on its own, and script errors name their frame
- a macro with a Lua error fails on its own and lands in the script error channel instead of aborting the UI function that ran it; RunScript names its chunk by the source text, and a bad or empty argument is a quiet no-op (2136)
- a script error or debugstack frame names its handler as Frame:OnClick instead of a whole CreateFrame sentence, an inline <Script> block is no longer mistaken for the .lua beside it, and a handler's line numbers stop reading one too high (2136)
- GetAddOnInfo and its seven siblings raise the reference's own Usage and out-of-range messages, GetAddOnInfo("2") is the second addon, and assert(a, b) answers one value, as the client's Lua 5.0 does (2139)
- frillDensity and gxApi are real settings: pfUI's hdgraphic module reads world detail through frillDensity, its system tooltip names the live render backend, and the two spellings of the ground clutter knob stay one knob (2151)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-11 20:54:29 +07:00
SamandClaude Fable 5.1 44803419a7 the model pane takes the file's camera, and the who list sorts
- the `<Model>` widget's perspective leg: a pane whose file supplies the camera it selected renders through a camera of its own whose viewport is its own cell of the same tile atlas — the reference's structure, one target, a viewport per widget, depth cleared per widget — with the composite, packer and reaper untouched; the selection is RAW (`0x76cec0` reads the count off `MD20+0x124` and the record at `[model+0x3c4] + idx·0x84 + 0x80`, `cameraLookup` never consulted), so `M2Model::cameras` is the whole table in file order and `benilla-extract m2cam` prints it, reproducing wow-re's numbers to the digit; the camera is two fields because the reference has two — `+0x320` a PENDING index and `+0x31c` the installed one — and while a request is pending the pane paints nothing (`76d5f0`'s draw gate, now the paint list's own filter); an index past the count installs the NULL camera, which IS the orthographic leg every shipped in-game pane takes; the projection is the booths' byte-derived diagonal-FOV matrix at the pane's aspect, and the eye and target ride the model's root transform as `0x718960`'s publish does — so `SetFacing` cancels along with `SetPosition` and `SetModelScale`, a contradiction with a wow-re note that went out as a §5 round and came back agreeing: the up vector `0x7ac640` builds is model-space +Z at roll 0, the very axis the facing turns about, and the note's sentence is scoped to `<PlayerModel>`'s frozen camera; each perspective camera takes a render layer of its own from a pool of eight, the orthographic camera clears the atlas and every perspective one clears only depth; `SetLight` is a typed `CGLight` that folds each intensity into its colour, normalises a direction on write, quantizes to 8 bits, returns before the copy on `SetLight(0, …)` and reads the second intensity at index 8 on a short ambient block; the five fog verbs are built (`ClearFog` is `76f5c5 and [edi+0x3a4],-2`, bit 0 alone), so the `Model` UNBUILT list is empty for the first time since 1134; a pane that arms a light or fog takes a rig from a lazily-grown pool, and the tiles' material twins — never reaped since the cache was written — are; `WOW_PROBE_MODEL_CAMERA=1` reads the renderer's own camera back for the three cancellations, `pass=5 fail=0` (2027)
- the layout cache writes in the shutdown tail: an unlocked chat window's size and position did not survive `/logout` or `/reload` and `benilla-config/layout/` was never created (B353) — the lane was right (1.12.1 persists a chat window through `StartMoving`/`StartSizing` and the engine's userPlaced bit; no `SetChatWindowSaved*` verb exists in the 5875 FrameXML), but `UiLayoutPlugin` hung its flush on `OnExit(InWorld)`, which a `/reload` never leaves, its debounced writer was never registered in `Update` at all, and on the roots where the edge did fire the VM-reading saver raced `end_ui_session`'s VM replacement on the same unordered edge (measured: the placement moves with nothing but registration positions); the reference's UI shutdown `0x490bd0` has an ordered tail — `PLAYER_LOGOUT` (`0x490c2a`) → `layout-cache.txt` (`0x490c79`) → the flat saved file (`0x490c7e`) → the per-addon files → `AddOns.txt` — on the same five roots as SavedVariables, `/reload` included, so `save_now` joins `shutdown_ui_state` in that slot, one call site reached from every root, and its own edges are deleted; the debounce stays as the crash writer and only that, a deliberate divergence, and the chat-look flush next door is pinned `.before(end_ui_session)` (2029); the VM gets its font engine at the LOAD edge: the measurer was seated only from an `Update` system on the first frame the glyph atlas exists, but `ReloadUI()` mints a fresh VM and runs the in-game load in the same exclusive slot, so every `<OnLoad>` and every addon's file scope measured 0 through the whole reload (`LOAD MEASURE ZERO` live, 33.185 after) — `seat_text_measurer` is one construction site called from both edges; the options tabs fit once from `<OnShow>`, the `OptionsTab_FitWidth` OnUpdate poll and its `fitted` latch gone, because `GetStringWidth` answers in the region's own units and this window's 0.78 scale is applied in the window's own `<OnShow>` after every `<OnLoad>` — an OnLoad fit read 73.19 where the settled value is 76.47; the settled widths are unchanged to the last digit (76.467232 / 91.661896) and the one-frame 72/87 flash at every open goes; four comments that still called the text measure a frame late, and seven gossip-suite comments that put `UIPanelScrollFrameTemplate` in our `ScrollTemplates.xml` when it lives in the reference's `UIPanelTemplates.xml`, are corrected (2028)
- the `/who` sort is a seven-key chain, not "order by the clicked column" (B365): the reference keeps seven `{key, dir}` slots at `0xc2817c`, seeded zone → level → class → group → name → race → guild; `SortWho` (`0x5ad890`) promotes the clicked key to the front and flips its direction ONLY when it was already there — Name, Name reverses, Name, Level, Name restores what the first click left — and the comparator `0x5ada00` walks the chain as tie-breakers, most-recently-used first, through an ASCII fold (`A`–`Z` by `+0x20`, not a Unicode one), the three DBC arms comparing the localized name out of `ChrClasses`/`ChrRaces`/`AreaTable` where ours had sorted by raw id, and an unresolved row TIES (its miss jumps to `0x5adbb2`, the chain loop's own `inc esi`); the click fires `WHO_LIST_UPDATE` synchronously through `SignalEvent` at `0x5ad9ed`, so the binding promotes and sorts the snapshot and the handler repaints before the OnClick returns, where ours redrew a tick later — a redraw one click stale reads exactly like a header that does nothing; the chain is process state (initialised once from `0x401666`), so it survives a logout; the rider from the same carve: `SMSG_WHO` has two exits, and with `SetWhoToUI` clear more than three rows go to the frame with nothing printed and three or fewer to chat (`0x5adfcc jl`, `eax = 3`) where we printed every unclaimed answer; and wow-re's §11 round corrected the first build before it landed — the chat lines come out in WIRE order with the total line LAST, because `0x5ae0a1` composes each line inside the parse loop and the `qsort` at `0x5ae0e2` sits past its back-edge (2030)
- two lighting reports, one frame and one bit each: the surfacing hitch (B354) is a one-frame stale atmosphere — `update_time_lighting` is late by construction, waiting on the wire drain, the weather tick and the submersion verdict, and five `Update` systems that read the `WowLighting` it resolves declared no ordering, so the executor handed each of them last frame's value, deterministically and invisibly while the atmosphere drifts a minute at a time; at a submersion crossing it jumps, on the very frame the sky and cloud domes un-hide, so the first dry frame painted `LightParams` 27's underwater sky over a dry world (the clip's blue frame, (58, 137, 173) against the settled (53, 58, 34)) and `tick_clouds`' surfacing full-rebuild ran at the underwater cloud density, 0.0, rebuilding an empty field that crept back over 0.4 s — the fix for the pop-in handing the symptom straight back; `LightingConsumeSet` names the read side of `LightingResolveSet`, tied in one place, and four consumers join it, the FFX haze and warp are ordered after the verdict they had the same hole against, and two tests enforce it — zero ambiguities between the two sets, and a source scan over `benilla-world` that fails any `WowLighting` reader not in the set; `emit_minimap` is left stale knowingly because joining cost a 178th item through the world API wall; `WOW_FORCE_SUB=<frames>` holds the eye verdict submerged and releases it, so the crossing reproduces server-less (2032); the black furniture below a boat's deck (B373): `MeshTag` bits 6..=13 are the exterior payload's ground-shade byte and bits 6..=18 the interior payload's SH-probe slot, and `entity_shade` guarded the overlap by asking whether a part was on the interior classifier's Bake law — one of the TWO populations holding a probe slot; the other is a lit interior MODD prop, which a WMO-display GameObject parents under the net entity so it sails with the deck, putting it inside the light node's descendant walk — so every frame the boat's shade byte was written over each prop's slot, `(slot & 0x1f00) | byte`: a neighbouring prop's light where that row was live, a zeroed row — solid black — where it was not; the guard now asks the payload question (`probe_payload`) at both write sites, the tag's bits and the marker derived from one binding; measured live at Ratchet, 749 of 749 resident interior prop parts renamed before, 0 of 640 after, and both ledger leads refuted at the bytes — the MODD colours are healthy (`floor112` raises even `#010101` to diffuse 112) and the fold is rigid-motion invariant since every 1.12 transport authors zero MOLR lights; a prop's mouseover identity now names its lane, words and probe slot, and `WOW_PICK` prints `model_flags.z` (2031); the sea-crossing probe can now measure the seam a report names — an explicit `WOW_PROBE_DOCK` goes first, boards only once the body stands at the dock, carries a map id, takes only a candidate within boarding distance, and drops onto the deck rather than into the hull, because a taxi node's `z` is the WATERLINE for the sea ferries while their decks stand ~16 yd above it — and the seam re-anchor returns the cycle it moved to or `None`, so a healthy crossing no longer logs the server's 9.7 h uptime as a skew inside a 350 s cycle

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 19:37:40 +07:00
SamandClaude Fable 5.1 6cab3e9380 the far rain stops going black, and a seated body stays on its seat
- black rain is a zero-padded mip: `RainDrop01.blp` stores its 2×16 and 1×8 DXT3 levels as one block each where the block grid needs four and two, our decoder zero-padded the rest — an all-zero BC2 block is black at alpha 0 — and the rain's Mod2x lane reads no alpha, so every far streak that minified onto levels 3 and 4 (three-quarters and half black by the census) multiplied the scene toward black from ~43 yd, where level 3 enters the trilinear blend, to the fog at 70; the reference sizes a stored level at `bpp·max(4,w)·max(4,h)/8` bytes from its file offset and the header's `mipSizes` never sizes an upload, so a short level is completed by the next levels' own grey blocks — `[L3 | L4 | L5 | L6]` — and `Header::dxt_level_span` reads that span on both decode entry points, CPU and native byte-identical, with `pad_to` kept only for a file that ends inside a level, which no shipped asset does (543 of 32,309 DXT files carry a short level, every one non-square, none past EOF); not a mip cap and not a grey fill — the file's next bytes are what the reference draws; wow-re's cross-check settled which arm is which: the block copier `0x5a5780` is live on the shipped Direct3D default (`0x5a0a80` → `0x5a4f60`'s cell `[6][6]`), the upload's `imageSize` at `0x59f4e6`–`0x59f515` over the zero-copy pointer (`0x5a8555`) on OpenGL, the same bytes either way — and the `GL_TEXTURE_MAX_LOD` clamp is dead on every device (its gate `[0xc0f274]` has one writer, a zeroed `ebx`), so every tail level is sampled; why it surfaced now: 1642/1645's isotropic trilinear takes the streak's width for its LOD where the retired anisotropy 8 took its length, which carried the far streaks onto level 3 inside the fog window for the first time; `benilla-extract blp --mips` writes every authored level and prints the per-level texel census, and a real-asset test pins the copy byte for byte (B358/B225, 2020, 2024)
- the cooldown sweep draws again: the extract's `ModelPane` arm drew the atlas cell it found in the bridge, but the cell is packed by `sync_tiles` AFTER the extract and the conversion is memoized on the engine's list — so a cooldown armed on a quiet interface extracted once with no cell, the cell arrived a frame later, nothing re-ran the conversion, and the tile lived on the atlas for the whole cooldown with no quad on screen (the 2013 harness test had re-pinged the minimap to force a second conversion, encoding the defect as the contract); the arm now publishes the request — rect, paint key, alpha, clip beside the unit ladder — and `compose_tiles` appends one premultiplied quad per cell packed THIS frame in the `UiQuadAppend` lane, a function of the bridge alone; the second defect behind it: 2019's rotation rows were uploaded to the world's shared light buffer only, while a tile's material twin binds the tile's own black-light buffer whose mat-anim region is zero-initialised, so every quadrant read the identity — and `cooldown.blp` is 0.6-alpha black outside a four-texel strip, so the sweep would have drawn as a static disc and never cleared; `MatAnimMirrors` now carries the region into every buffer a lane binds under one generation gate; measured six seconds into a 30 s stance cooldown, the button rects read means of 79 and 22 against 150 and 48 before, the top-right wedge cleared from 12 toward 3 o'clock; `WOW_TILE_TRACE=1` is the tile probe (2023)
- a body inside a GameObject's hull is left where the server put it: the reference's resolver is a time-of-impact sweep and nothing else — no push-out stage anywhere in `0x634040`'s closure, and `0x632830`'s clip drops a candidate face whose clipped vertices all sit more than 1/36 yd (`[0x7ff9c8]`) behind the prism's leading plane — where avian's slide opened and closed with a Gauss–Seidel push-out whose minimum translation for a tall capsule in a small box is horizontal, shoving a seated body 0.555 yd off its stool on the first frame after the server seated it (B359); the `depenetrate` stage is deleted rather than disabled, and because the deletion alone left the body unable to walk out (a straddled seat top read as a wall at t = 0) the sweep carries the reference's band as `BACKFACE_BAND`, measured against the face's vertices, so a body walks off a stool and still stands on a sloped floor its feet sit a few centimetres under; the creature clamp cast its down-ray from 2.5 yd above the seat, a probe the reference never casts — its settle sweeps DOWN from the current position (`0x636dcd`–`0x636e45`) and the only way up is the step-up after a blocking horizontal hit — which found a cage's lid as Galen Goodward's floor (B372; seat 22.416, ray from 24.916, lid 24.667): a walker continuing its path now runs the shared `grounded_step` from where it stood with a creature's own 2.0 yd rise budget (`[0x801628]`) and takes only the Y, an idle unit casts down from its seat with the 1/36 band above it, and continuity is one server path long since `0x7c6420` re-bases on every packet; the `clmp` trace tag (`WOW_CLAMP_TRACE`) reads one clamp cast and the `move` tag marks input-less travel as CREEP (2018); and a seated body is not re-faced by the mouse: the reference's mouse-MOVE handler `0x514400` rotates the camera unconditionally and hands its facing to the body only through `0x5145e0`, whose last conjunct is `GetStandState() == 0` (`0x51460c`, the client-predicted cache), with `0x5151b0` re-testing the descriptor byte — so a right-drag while sitting orbits the camera round a body that keeps its facing and sends nothing; benilla restored the facing on the stun/death predicate only and spun a seated body in its chair with every sample, streaming a `SET_FACING` each; `MoverInput::mouse_may_turn_body` carries the stand-state term, and the keyboard turn keeps `may_turn` alone because that path stands the body (2025)
- the vendor window's face and name: the stock `MerchantFrame.lua` takes its title from `UnitName("NPC")` and its face from `SetPortraitTexture(MerchantFramePortrait, "NPC")` — the `"npc"` token, `CGGameUI`'s `[0xb4e2d0]` that every NPC window reads on its own `*_SHOW` — and that seam had four defects stacked on it: `feed_interact_npc` ran a frame ahead of the net apply, so the frame `SMSG_LIST_INVENTORY` raised `MERCHANT_SHOW` still held the previous NPC (the Goldshire inn titled "Innkeeper Farley" over Brog Hamfist's stock); `feed_units`' dirty gate had no interact term, so a swap to a second vendor moved no descriptor and skipped the feed; the memo row was never written, so `UnitExists("npc")` stayed true after a close; and `SetPortraitTexture` stored its token raw where the booth slots are keyed lowercase — the reference resolves every unit token through `0x515970`, whose ten compares are all `_strnicmp`, so the binding folds on the way in; the writer now seats itself `.after(apply_net_updates).before(drive_display_facing)`, pinned in the built schedule graph rather than the source, the gate takes `interact.is_changed()`, the memo is written, and the fold lands at the one seam where a Lua token becomes a slot name — every NPC window reads the same token through the same chain; `WOW_PROBE_VENDOR_SWAP=1` stands between Brog Hamfist and Barkeep Dobbins, 5.45 yd apart, reads the name inside `MERCHANT_SHOW`, opens one over the other and closes it — five FAILs before, five PASSes after (2022)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 19:36:25 +07:00
SamandClaude Fable 5.1 73ead4e4d2 grass fades on a plane, model panes render, and the FPS journal ships
- the grass fade is a plane across the view, not a ring around the player: `0x6b2b80` texgens the camera-space position through `T(0,0,−52.5)·Ry(π/2)·S(1/17.5)`, so the fade coordinate is view-space depth, `u = (z_eye − 52.5)/17.5` — we measured `distance(eye, fragment)`, a sphere, which meets the ground as a circle centred on the player that slides as they walk and bites a piece out of every tuft it crosses, and that was the hard border; the ramp is `0x6b2320`'s quantised 64×8 table, `alpha = 4·(63 − col)`, read bilinearly as `(254 − 256·u)/255` and capped at `252/255` — plateau to 52.64 yd, zero at 69.86 yd, near grass 98.8 % opaque and never 100 — where we had a clean 1 → 0 line; the product `tex0.a × ramp` is what the 128/255 `detailDoodadAlpha` cutout tests (both stages MODULATE, `[0xc7b2fc]`, confirmed verbatim in all four apitrace captures), so the tuft eroding out at 61.11 yd is the reference's own behaviour and the "fix" that would have removed it never landed; the pass owns its render state — blend mode 2, ALPHAREF 128, cull off, depth-write on, the per-slot draw `0x6b2d60` binding nothing but the texture — where we passed the batch's authored blend and cull through, and the `clutter_state` probe counted the cost: of 322 detail batches, 2 author Opaque (no cutout, their margin drawn as a solid card) and 5 single-sided; the build gate measures the chunk's box against the frustum corner ray derived from the live projection (≈1.31× at 16:9, ≈1.45× at 21:9), not its centre plus a 24 yd margin that popped whole chunks in on relief (2004)
- a `<Model>` widget's animation state is Lua-observable and lives in the engine: a private scene clock its own `OnUpdate` advances by `trunc(elapsed·1000)` ms on visible frames only (`0x76d7f0`), an arm with an anchor the sampler re-reads every frame (`0x7121a0`), `OnUpdateModel` at the top of every paint (`0x76d1a0`) and `OnAnimFinished` from the completion callback (`0x76cdc0`); the file's sequences and bounds are facts the host hands over, `SetModel` seeds Stand now or when they land (`0x70ebd0`) with a queued arm replaying after the seed, and the XML `scale=` on a model pane is the model's scale (`CSimpleModel::LoadXML` `0x76cac0`), which the loader had never read (2007); and the pane renders its M2 — every visible pane with a file gets a cell of one render-target atlas at its device size through one orthographic camera, the root at `1280·modelScale·layoutScale` FrameXML units per model unit, the tile's `AnimationPlayer` paused and seeked to the engine's play head, the light black, particles in their own unit (`768·√(a²+1)` per model unit, neither scale), composited as one premultiplied quad at the callback rank; two corrections off the bytes: `OnUpdateModel` fires only with a model installed (`[widget+0x318] ≠ 0`) and `OnAnimFinished` fires once per arm for a looping sequence too (`0x719370`); the loader now applies a `<Model>`'s `file=` at all, which every XML-declared pane had lacked; retired: the minimap ping's byte-measured sprite, since `MiniMapPing` and `WorldMapPing` draw their own file on the pane's clock (2013)
- the stance feed fires `UPDATE_SHAPESHIFT_FORMS` only for a list change: the reference fires it at `0x4b28ff`/`0x4b2e43` from learn, unlearn and rank-replace alone, while ours fired on any change of the pushed view, and every fire runs the stock `ShapeshiftBar_Update`, which shows `ShapeshiftBarMiddle` unconditionally past two forms and `Show()`s an already-shown frame — no `OnShow`, no manage pass — so a stance switch or the category-47 cooldown arming and expiring left the middle strip drawn alone over a raised bottom-left bar; castability now rides `SPELL_UPDATE_USABLE` (`0x4b31c0`), active/texture/cooldown are pushed silently and repainted on `PLAYER_AURAS_CHANGED` and `SPELL_UPDATE_COOLDOWN`, the feed ordered before both handler sets so they read the fresh list (2009); and the loot-roll frame waits for its item template (B371): `GroupLootFrame_OnShow` paints once and nothing repaints it, and we fired `START_LOOT_ROLL` on the frame the packet arrived, against a snapshot whose name, texture and quality were still `None` — the reference's `0x61b310` ends in the item-template cache lookup `0x55ba30`, a hit firing the event there and a miss firing it from the arrival callback `0x61b460`, so the feed holds a fresh roll's event until the template answers, with two releases that are ours: a negative answer (a frame that never opens cannot even be passed on) and a 2 s deadline paid out of the roll's minute; `arg2` stays the wire's countdown, as `0x61b430` pushes it (2010)
- the FPS journal ships to players: it had registered inside the dev-only `DevToolsPlugin` and been armed by an environment variable, so nothing we shipped could have written a row on the one GPU-bound frame in the corpus, a Steam Deck's at 94 % busy; `/console fpsJournal 1` — a CVar of our own, persisted like every CVar — opens `benilla-config/Diagnostics/fps-journal.csv` and appends one row a second, `0` closes it mid-run, and `WOW_FPS_JOURNAL=<path>` stays as the harness lever; eight GPU columns appended, `gpu_ms` then `gpu_opaque, gpu_static, gpu_transp, gpu_glow, gpu_post, gpu_ui, gpu_other`, read off bevy's `RenderDiagnosticsPlugin`, which times passes where the device offers `TIMESTAMP_QUERY_INSIDE_PASSES` (Vulkan and DX12) and leaves the cells empty on an Apple GPU, empty being the honest value; `static_gx`, the four `ffx_glow_*` passes and `ui_gamma_decode` open diagnostic spans so a city's own draw is named in the split; a fresh file opens with the adapter, backend, driver and `gpu_spans yes|no` line; and a probe's `/console` line, which skips the stock `ChatEdit_ParseText` and had landed in a parser arm that knew only `reloadUI`, now forwards to `ConsoleExec` and writes a CVar the way the typed line does (2008)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 19:33:58 +07:00
SamandClaude Fable 5.1 6b812913f4 the lamppost halo stops stacking, and the stance bar seats on login
- the lamppost halo stops stacking after a short-range teleport: bevy registers `add_visibility_class::<Mesh3d>` as an add hook that pushes the mesh's class id onto the entity's `VisibilityClass` list on every (re)add, nothing dedups the list, the required component survives a `Mesh3d` removal, and `check_visibility` queues an entity once per entry — so 1949's parking, which removes `Mesh3d` after thirty hidden frames and re-adds it the frame the part is shown, drew a part one more time per hide-then-show cycle; opaque parts hide it at the same depth and colour, an additive glow card adds itself to itself (×2 after the first teleport that hid the lamp for half a second, ×3 after the next), and a loading screen despawns the tiles and respawns fresh entities, which is why a far teleport and a relog never showed it; the unpark queues one dedup after the hook, the test registers bevy's own hook and requirement in a bare world and reads 2 entries without it and 1 with, and on the rig, with the away camera facing the lamp past a 177 yd far clip, a build without the dedup read `stacked_parts=278` after one hop back where the landed build reads 0 (2003, 2005); the instruments that excluded the other mechanisms stay — the inspector's glow-card line names the material's additive bit, fade/unlit flags, depth write, texture residency, tag alpha and live scale, `STACKED n` on the card and `stacked_parts=` on the probe line count the duplicated class lists, and screenshot and pick bursts now keep the rig window awake, because an occluded window recaptures one stale drawable and a day of A/Bs had read identical to the decimal
- `perf::blend_check` reads the half of a glow card's look the material cannot: per `Transparent3d` item, the pipeline descriptor's colour blend against the material's additive marker — the marker folds the radial alpha into the colour in the shader and gives the pipeline its pure (ONE, ONE) add, and 0071's wrong-pipeline class was immunised only for opaque batches; mismatches count into the perf pill as a red `blend xN` the frame they happen, ride the probe line as `blend_mismatch=`, and are tracked across frames and named — object, texture, which pipeline, PERSISTING; its own first harvest was the tracker: an additive material realized this frame is extracted, prepared and drawn this frame, and a tracker reading the `Added` event a frame late called every first draw a mismatch, so it runs after `AssetEventSystems` like bevy's own specialization check; and the hook-accumulation sweep states the class so it can be swept: bevy 0.18.1's insert path fires `on_add` only when the component was absent, `on_replace` on every outgoing value, `on_remove` on removal only — a push on `on_add` accumulates across remove→re-add, a free on `on_remove` leaks across an insert-overwrite; every hook in the bevy crates we link (the visibility class on `Mesh3d`/`Mesh2d`/`Sprite`/`Text2d`/`MeshletMesh3d`, the cluster class on every bevy light) and every removal of a hooked component in our tree was read, parking's `Mesh3d` is the only accumulating pair, the UI quad pools reuse entities by insert-over and fire no add hook, and the one asymmetric freer, `PropProbeSlot`, freed its probe slot on `on_remove` — an insert over a live slot leaked it for the session, held off by a remove-then-insert discipline at the one re-seat site; it frees on `on_replace` now (`RigSkin`'s shape), the re-seat is a plain insert, and a test overwrites a live slot and reads it freed (2005)
- the stance bar loads after everything the managed-position pass reads: the stock `ShapeshiftBar_OnLoad` shows the bar, its OnShow runs `UIParent_ManageFramePositions`, and the stock pass indexes `ReputationWatchBar` unguarded — our manifest seated the bar beside the other bar files where the reference's toc has it at l.74, after the reputation frame at l.57, so the pass raised at `UIParent.lua:1618` on every login and never reached the arm that seats the shelf: the red login error and the sliver above Defensive Stance (the shelf's plate at its XML anchors, a few pixels off its seat, healed by any bottom-bar toggle re-running the pass) were one defect from 1988, whose retired copy of the pass had guarded every read — and the three-form case 2000 could not reproduce; the bar sits at the manifest's tail right before `WorldStateFrame.xml`, whose own OnLoad runs the pass and indexes the shelf textures the stance bar declares — the reference's own reason for l.74 before l.89; a manifest test states the law with the pairs read off the pass's body, and `load_default_ui` now folds the VM's handler errors into its failures, because a raise one call below an OnLoad landed only in the VM's error list and shipped through the manifest test, the full-manifest harnesses and the smoke's WARN alike (2001)
- `UnitName` answers `UNKNOWNOBJECT`, never nil, for a resolved unit whose name is still in flight: a hunter casting Call Pet with the stable window closed got `PetStable.lua:129: attempt to concatenate a nil value`, because stock `PetStable_OnEvent` repaints on `UNIT_PET` without asking whether the frame is shown and the paint concatenates `UnitName("pet")` the instant `UnitExists("pet")` is true, while the pet's name is a `CMSG_PET_NAME_QUERY` round trip away; the reference's `UnitName 0x517020` pushes nil in exactly two cases — the `"player"` fast path (`0x517083`) over an empty name buffer, and a token that resolves to GUID 0 (`0x5170c0`) — and every other path ends in a string: `CGUnit_C::GetUnitName 0x609210` looks the pet up in `petnamecache.wdb` by `UNIT_FIELD_PETNUMBER`, re-sends the query on a miss or a stale stamp, and falls to `0x609324`, the GlobalString `UNKNOWNOBJECT` ("Unknown") read through `0x703bf0`, or the literal `"Unknown Being"` at `0x860fa4` when the global is missing or empty; the binding now reads the global out of the VM's `_G` at call time, so a translated `GlobalStrings.lua` translates this too, the stock file is untouched, and 1688's "nil for an unresolved name is faithful" is corrected — the reference paints `Unknown Level 58 Boar` into the hidden frame and the next repaint reads the name; `GameTooltip:SetUnit` still titles a pending-name unit with an empty line, a next move (2002)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 19:32:13 +07:00
SamandClaude Fable 5.1 7e68267395 the raid and reputation panes go stock, and a faction header folds
- the raid and reputation panes are the reference's own files: two manifest lines replace our `RaidFrame.xml` (83 of 84 frame names were already the reference's; the tear-off pullouts arrive) and one replaces our `ReputationFrame.xml`; the raid swap surfaced a loader defect (a font object inherited one level down was the 26 unexplained warnings), rehomed `RaidFrame_LoadUI` and two popup dialogs, and reproduces one reference DEFECT: an emptied lockout list keeps its last row painted (1874); the reputation swap moved the WATCH BAR out of `ActionBar.xml`, where it would have shadowed the chain's own, and exposed an ENGINE gap: `CollapseFactionHeader`/`ExpandFactionHeader` fire `UPDATE_FACTION` (`0x4d5dab`) and ours fired nothing, so with the stock pane repainting on that event alone, a fold painted nothing and the header kept its minus — invisible while our own file repainted itself (1875)
- a wanted poster is a questgiver on the wire as a creature is, and benilla never asked about one; the RE round came back in two halves: the reference DOES send `CMSG_QUESTGIVER_STATUS_QUERY` for a GameObject, gated on `GAMEOBJECT_FLAGS` bit 2, seen in 20 of 62 sniffed sessions — and it can never render the answer (the status handler's typemask excludes a GameObject, its status slot lies past the object's end, and no poster, sign or plaque carries attachment 18); vmangos DOES answer, so the sweep gains a GameObject arm on the reference's own gate and the apply side refuses a non-unit guid, without which a gold `!` would hang over a poster no 1.12 client draws; two shipped claims fall with it (`0x5eb3c0` is the FULL re-query sweep; a status never suppresses a GameObject's minimap dot), and `WOW_PROBE_GOQUEST` at the Goldshire wanted poster reads the server's 1 then 5, both refused (1872)
- the money entry comes off the chain: Trade, Mail and Auction switch to the reference's `MoneyInputFrameTemplate` and its verbs, and our `BenillaMoneyInput_*` kit retires — it was the exact answer while benilla fired `OnTextChanged` synchronously inside `SetText`, and the engine now raises it deferred and coalesced, matching `0x77d3e0` (1831), so the reference's `expectChanges` guard works and our bracket flag was a duplicate; most of the 430 deleted lines are verbatim art — all three windows carried an inline copy of the template's three edit boxes, AuctionFrame a whole second copy; one visible change: TradeFrame now makes the reference's own `MoneyInputFrame_SetMode(this, "compact")` call, which tightens the trade money boxes (Gold 58→56 wide, Silver's offset 26→22, Copper's 16→11), and two stale claims in the kit's comments are corrected, and a verb nothing called goes (1882)
- the `UIFrameFlash` family is transcribed — six FrameXML names from `UIParent.lua`, which we do not load — unblocking SpellBookFrame and HelpFrame, which called it into silence; re-arming a flashing frame is a RETURN and `-1` flashes forever (1879); UIParent is recounted — `UpdateNameplates` and the `*_Show`/`*_Hide` family around it are FrameXML, not engine, missed by a survey that skipped the LoadOnDemand addons — so its engine surface is four verbs, not a wall: `GetLocale` answers `enUS`, `IsMacClient` answers nil (the whole verb on the PC build), and `CheckReadyCheckTime` and `RequestBattlefieldPositions` are the two it waits on (1880); and `BasicControls.xml` comes off the chain by pure deletion — ours differed by nothing but line-wrapping and one comment — with `FailedAddOnLoad` and `UIParentLoadAddOn` moving to `UIParent.xml`, their reference home, below their four callers (1881)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 20:50:12 +07:00
SamandClaude Fable 5.1 0535fe9097 a body lands with a thud, and twelve lists scroll again
- a dying body lands with a sound: the `$DTH` marker makes three calls in the reference (`0x624a94`) and benilla had built only the middle one, so the screen shook and nothing landed; the thud is a two-axis join — size class against terrain sound, through `DeathThudLookups.dbc` to a land or water kit — behind exactly three gates: more than 2.0 yd of liquid over the feet is complete silence, a size class outside 0..=4, and no terrain, no row or a kit of 0; it plays on bus 0, uncapped, so a battlefield's worth of bodies all land — the shake is the rare thing (49 of 430 models name a preset), the thud the universal one (329 key a `$DTH`, players included); the size axis had sat in our `CreatureDisplayInfo` schema labelled a string column 5875 does not have, and `StringLookups` stays unparsed on purpose — 9 rows benilla already resolves (1866)
- twelve faux-scroll lists showed their bar, moved their thumb and never moved their list: the reference's kit writes `frame.offset` from one handler the OWNER declares, and ours were wired to a `frame.updateFunc` field the reference does not have — Skill, Craft, TradeSkill, ScriptLog, the auction and the social panes are rewired, and a gate fails any faux frame without a handler of its own, because a list only scrolls when something drives it (1868); and the macro window's "Change Name/Icon" raised on a nil offset: `MacroPopupScrollFrame` inherits a template the manifest never loaded, and a missing template is a warning, so the frame was built BARE — no scroll bar, no scripts, no `offset = 0` — and the reference's offset read has no `or 0` cushion; the line is in the manifest, and a static gate fails any `inherits=` the manifest declares nowhere (1862)
- the character geoset selector's missing eighth branch is the tabard designer: B6 of `0x477520` is gated on "the guild registrar's tabard designer is open", not an ItemDisplayInfo column, and wears the tabard flap with an EMPTY tabard slot; dormant until `TabardFrame` migrates, but reading the whole function turned up three branches wrong since their first pass: B4-short never disabled [501,599], so the bare foot — a real submesh on 11 of the 18 character models — rendered inside every boot; B3 asked "is a chest equipped?" where the reference asks whether anything but the shirt paints the ArmLower tile, wrong more often than right (533 of 637 chest displays leave it empty, 566 of 570 wrist displays fill it); and B7 had no tabard guard, an ungated doublet arm, and a leg arm read off chest-or-legs where the reference reads the chest's bit alone (1864)
- a GameObject's display sounds have one trigger and two lanes: `GameObjectDisplayInfo.Sound[0..9]` has one reader (`0x5f4010`), reached only from the anim-event dispatcher, so benilla's state-transition arm — 19 Open and 4 Close rows the reference leaves silent, 80 Open and 38 Close doubled against the clip's own `$GO1`/`$GO3` — is deleted; and the kit's `0x200` flag is a LANE SELECT, not a loop flag: set means the ambient pool, which every campfire, brazier, torch and fountain names (37 live slots), and which had been starting untracked forever-channels (1867); and `WOW_PROBE_SERVICE=1` reads the NPC-service ladder back off a live server — four real NPCs, reporting the arm taken, the opcode sent and the window opened — with every hop inside the reference's own service reach, after a first run parked ~29 yd from Deputy Willem and blamed the client for a dropped packet (1865)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 20:48:52 +07:00
SamandClaude Fable 5.1 1646addd6c a rider cannot loot from the saddle, and other swimmers tilt
- a rider does not loot: a corpse was looted from horseback, and the client-side mounted gate built for casts and attack-start had left interaction out of scope — `0x60bf98` reads the PLAYER's mount field and skips the loot leg into skin, a silent fall-through rather than a refusal; the stand-state gate (`ERR_LOOT_NOTSTANDING`), player bones, skin/insignia/key-turn (all through TryCast's 0x39 block, asked after the reagent check) and GameObjects (gated only when NO `Lock.dbc` row exists — nodes and herbs refuse loudly via their cast, signs and chairs in silence, the mailbox exempt) follow the RE; and the world right-click shows no attack-refusal text under any condition, since `0x5ecb70`'s extent holds no `DisplayError` at all — a correction to the earlier record; the cursor is untouched, so the pouch still lights from the saddle
- 595 creature displays were dropping their blood spurt: the `UnitBloodLevels` row resolve has a THIRD tier — display `BloodLevel`, else model `BloodID`, else the records base (`0x60b117`'s branchless `setle/dec/and`: file row 0, RED) — and `BloodID == -1` (122 of 430 shipped models: crocolisks, quilboar, gnolls, murlocs, pigs, deer) is a tier-2 MISS, not a bloodless marker; replayed over the shipped tables here and in the wow-re round with the same numbers (36 · 9903 · 595 of 10534 displays); the ground-splat textures are read (four per row) and the RE verdict on their trigger is dead code — `"BloodSplat"` occurs nowhere in the image, though all twelve `.blp` ship
- other swimmers tilt on arrival: `SMSG_UPDATE_OBJECT`'s LIVING block carried the mover's live flags and swim pitch and benilla threw both away (`let _pitch = read_f32_le(r)?;` — the director's own citation, exact), so a player who swam into view rendered LEVEL until their next relay packet, and an idle floater — who sends none while unmoving — stayed level as long as they floated; the create apply `0x619320` merges the block's flags under the same mask a relayed move uses and copies the pitch unconditionally, before the model is even built; one render law (`swim_body_rotation`) now serves both pose owners, the relay trace prints the pitch beside a guid that joins, and `WOW_PROBE_PITCH` can aim a scripted swimmer so a two-client probe of the lane can be written at last

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:07:48 +07:00
SamandClaude Fable 5 1fd736759e guild charters: the registrar, the charter, and the twelve verbs
- founding a guild: fourteen opcodes, eight goldens (four mutation-checked), twelve engine globals, `GuildRegistrarFrame` and `PetitionFrame` — `CMSG_PETITION_BUY` is a 72-byte frame the server reads two fields of and drops in silence if short, `allowedGender` is the family's one u16, a signature is a 12-byte stride not 8, and `MSG_PETITION_DECLINE` writes the charter guid and reads the decliner's — same width, opposite meaning
- two sessions, not one: the registrar is an NPC session (closed by walking away — its show event is one of the fourteen callers of the interact latch, so the registrar turns to face you) and the charter is bound to an item guid you carry across the city; right-clicking a charter in your bags opens it, keyed on template flag `0x2000` (item 5863 has no on-use spell and no quest, so every existing item-use arm declined it)
- the byte carve came back and rescored six named guesses — three confirmed, two corrected, one refuted: `PETITION_SHOW` is deferred until every signer name has resolved (the window never paints blank rows), `ClosePetition` on somebody else's charter sends `MSG_PETITION_DECLINE` ("sends nothing" had been chosen on principle and was wrong half the time), and founding a guild is silent — no `ERR_GUILD_FOUNDER_S`, the reference emits no text at all; the four success ids go to chat and the five refusals to the red error frame, three paraphrased strings are now the shipped ones (a sweep asserts all fifteen), and the `npc` unit token had never been fed — the registrar's name banner was blank; `WOW_PROBE_CHARTER=1` drives gossip → buy → open → rename → destroy live, 10/10

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:21:00 +07:00
SamandClaude Fable 5 57b61de04b GM tickets are in, and a login failure shows the string 1.12 shows
- GM tickets, end to end: five request/answer pairs, the seven Help-window bindings, three events and `GMTicketCategory.dbc` — the ten categories `HelpFrame.lua` keys 1..10 live in a DBC nothing here had ever opened (the four `TICKET_TYPE` strings feed a dropdown 1.12 never gave a frame); the category is one byte on the wire (a u32 would shift the map id and position and file every ticket at a garbage spot), and `UPDATETEXT` carries it too, which vmangos stores and cmangos swallows as the first character of the text — faithful to the client, the divergence recorded
- the engine re-asks for the ticket after a create or update succeeds and on a status push (the ask opcode has three callers in the reference, two of them engine legs with no idempotence guard) — which is why the shipped FrameXML registers no handler for the three response opcodes and still repaints; without that leg the form stays a form for ten minutes; `UPDATE_GM_STATUS` is a signed passthrough (`0xFFFFFFFF` → −1), the five ticket verbs drain through one ordered queue because call order is wire order, and the Help micro button — drawn, hovering and a no-op since the micro menu landed — is live
- a typed wrong password reads the reference's long "check the spelling of the account name and password" (0x04 and 0x05 share one jump-table arm — the client cannot say "wrong password", and the lockout cmangos's header describes does not exist in the binary), unknown codes read "Disconnected from server" rather than "Authentication failed", and every realmd row of the old map was in the wrong one: the two login-status enums have two key tables and two dialog paths, and a server source can only ever verify the codes, never which string the client draws for them

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:20:24 +07:00
SamandClaude Fable 5 66747179a1 effects ride the lift with you, and a long frame keeps you on the deck
- a rider's effects are stored in the deck's frame: standing still on the Thunder Bluff lift, a weapon enchant's streak hung four yards below the blade and through the floor, because its edges were laid down in world space while the car climbed out from under them — the reference folds the transport matrix (translate · Rz(facing), NULL on the ground) into the emitter at birth and back out at draw, so committed content rides the deck and only a boundary re-expresses it; a `RideFrame` on the rider's model, inherited down the parent-model chain the way the reference copies the transport pointer to every child each frame, one fold at birth, one at draw, one at the boundary — ribbons take it unconditionally, world-mode particle clouds take it, model-mode clouds never see it; measured on the car: streak 4.2 yd → 0.00 over a 49 yd climb, while the same rider thrown off the top streaks 0.9 → 24.8 yd on the way down
- switching away from the window while riding a lift dropped you through it: a collider moved in `Update` is invisible to `Update`'s own spatial queries until the next physics step, so on a 1 s frame the deck descended 7 yd with its broad-phase box left behind, the ground probe found nothing under the feet, and the second long frame's clamped 250 ms of gravity put them under the deck; avian's own `update_moved_collider_aabbs` now runs inside the transport chain right after the deck moves (0.03 ms p50, flat across scene density), and `WOW_STALL` injects long frames on demand, since a probe window is never throttled by the OS
- `WOW_TRAIL_CENSUS` prints each live ribbon trail's world-space spread beside its spread on the deck — the pair that separates "not riding" from "riding but not folded"; it first matched zero trails in every scene by requiring a component trails deliberately never carry, recorded rather than quietly fixed, because an instrument answering a confident zero cost an afternoon

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:17:25 +07:00
SamandClaude Fable 5 cbf77812d7 the cave hides the lake, the lifts come back, the bolt gets its width
- from inside a building the open-world water outside draws only through a doorway you can see, as terrain and trees already did — the Caverns of Time lake is gone from the cavern's ceiling: there was never a second visibility lane for open-world liquid (the old deferral said "it already has an authority"; a sweep of every visibility writer found none, so Bevy's frustum test was the lake's only gate), an ADT liquid layer is tagged exterior scene at spawn and the existing window cull owns it, one 33 yd chunk layer at a time — which the reference's bytes then confirmed is its unit too (`CChunkLiquid`, reachable only from the per-window walk, a sealed room's supply discarded not deferred); a building's own pool also rides the Map Objects toggle now, so switching buildings off no longer leaves the canals hanging in the air
- the Thunder Bluff elevators and every other Kalimdor lift were invisible for the whole session whenever you logged in on that continent: the lift arm snapshotted the current map one stage before the login frame had written it, so every lift compared itself against map 0 and hid as off-map — a lift carries no map at all now (it is only ever streamed to players standing on its own map), the off-map term stays for the boats it was written for, and `WOW_LIFT_CENSUS` prints each transport's arm state, cycle and visibility (13 transports, 11 hidden → 0)
- the lightning across Razorgore's room and Chain Lightning's mob-to-mob hop drew as hairlines: the chain renderer took each hop's cross-section as the world-horizontal perpendicular, where the reference takes `(−d.y, d.x, 0)` in eye space — the ribbon is view-plane aligned and keeps its authored 2 × halfWidth yards at every angle, so a long level beam watched from its own plane no longer thins to a line (the "a hop seen end-on genuinely collapses" note was wrong and is gone)
- a display that names a model builds even when it draws no batch — Naxxramas' Unholy Axe / Swords / Staff are an invisible stalker holding a Monster weapon, and the held weapon had nowhere to hang; the same gate was keeping 43 emitter-only GameObjects dark (house and blacksmith smoke, Ironforge's lava steam, Stratholme's embers, every firework), and a name sits at the authored PlayerName attachment instead of at the feet; and a vendor's foot-shuffle on turning to you now blends the whole way in and runs to its own clip window — a 500 ms step on 1100 of 1130 shipped shuffle records — where the latch had tested the gap left against a band sixty times too wide, and nothing ever ended the step

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:15:08 +07:00
SamandClaude Fable 5 a60f723ad4 borderless fullscreen ships, and the 4x MSAA nobody chose is off
- the display mode is borderless fullscreen by default, and there is no exclusive mode at all — winit ignores exclusive on Wayland, X11's path cannot restore the desktop after a crash, macOS has none, and WoW itself dropped it in 8.0.1; 1.12's `gxWindow` row keeps its name, polarity and default with "0" redefined as borderless, read before the window exists so it is born in the player's mode (a window that does not fill gamescope's nested output is a documented input break, and the recorded workaround is "set the game to fullscreen"), `gxResolution` remembers the windowed size, and the Graphics page grows 1.12's own Windowed Mode checkbox
- the UI camera says `Msaa::Off` out loud, because silence there meant Bevy's default 4×: the world arrives on this camera as an already-resolved quad and everything it draws itself is axis-aligned rects, so four samples bought a 4× colour target, a 4× depth texture nothing ever writes, 4× the fill on every quad and a resolve — for a measured difference of MAE ≤ 0.024, all of it quad borders now drawn at their authored crispness, which is also the reference's hard-edged 8-bit direction
- `gxMultisample` is a real player setting, and it ships off — the reference's own default: the reference registers no literal, it formats field 21 of the `VideoHardware.dbc` row the GPU matched, a 193-row table that holds nothing above 2 anywhere and whose every 2004-era id misses a modern card, so the fallback rows answer and all of them hold 1; the setting persists, all three world-lane cameras read it on the reference's [1,16] scale rounded down the way its own retry loop steps, and `$WOW_MSAA` survives session-only
- two instruments for the tooltip hunt: `rebuild_ui_mesh` — which sorts, clips and re-splits every quad in the interface on any dirty frame — gets a meter carrying total/sort/split/write beside the script phases whose flat reading had stood as an alibi, and `WOW_PROBE_HOVER` sweeps the real cursor across named frames through the real pointer path, pressing nothing: the hover recorder records what a hand does, and this supplies the hand

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:12:37 +07:00
SamandClaude Fable 5 69bcd3bb6b gear rides the rig, water walking answers the keys, and a jitter meter
- an attached model's frame rides its wearer's rig: composed as bone-offset-plus-world-root every frame, a helm at Elwynn's ~9500-yard coordinates lands on a 0.98 mm f32 grid (exactly 2^-10 yd) and snaps whole steps against a body that moves exactly — the plumed helm, both pauldrons, the sword and the shield, 0.83 px of hop at a fully zoomed-in close-up; each attachment now holds one rigid palette frame composed in the rig's own space, the world position added back camera-relative in the vertex stage, so nothing on the path is ever a big-plus-small sum — the property the reference keeps by injecting its view matrix once, at the root of the attachment tree
- a rider composes through the rig's own frame, not the unit's: `joints_root` re-points at the saddle's seat anchor the moment a character mounts, so reading the host entity's transform would have placed a mounted rider's helm and weapon by the gap between its feet and its saddle — pinned by a test whose seat is offset far enough that the wrong frame misses by 6 yards
- the water-walk surface is GROUND, not a post-step clamp: stepping onto water with Levitate up froze the last land velocity in — the mover classified every over-water frame airborne (liquid is queried, never swept) while the clamp reported grounded, so the body ran on at full speed through every key release; the reference has no water-walking code path at all — the flag just ORs the liquid layers into the same swept query that finds terrain — so the surface now feeds the same grounded classification the colliders do, and the clamp stays as the resolve half
- `WOW_JITTER`, a motion-jitter meter: the camera, the unit root and the pose sampled every frame as first AND second differences — Δ² tells a slow idle from per-frame noise at two orders' distance — with every reading also in pixels at the subject's own distance, because the same millimetre is 0.03 px across a courtyard and 0.8 px pressed against the camera

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:10:29 +07:00
SamandClaude Fable 5 5a12410f5b raid tab art is back, set bonuses fit, and 12 voices bound the mix
- the mix is bounded the way the reference's is: FMOD gave 1.12 exactly twelve software channels and nothing else limits a priest buffing five people — ported as a 12-voice ceiling (a probe capture read 42 live voices at +13 dBFS, the limiter pumping 13 dB to hold it), plus same-kit copies started in one frame capped at two, since five sample-aligned Fortitudes are one sound +14 dB; `$WOW_SOUND_PROBE` records the mix before and after the limiter with a timeline, F9 stamps the moment
- the raid tab draws its window art again — its four corner textures were written with single backslashes, which Lua drops silently, and a sweep now reads every archive path a shipped Lua chunk names; a drag whose release never arrives (pointer left the window, a second press) ends instead of gluing the frame to the cursor for the rest of the session, and `WOW_PROBE_DRAG` drives any UI drag headlessly in a live client
- the item tooltip fits its set bonuses again: an emptied line kept its last measured height forever (a pooled cell with no way to say "empty"), and the two blank rows above the set block are the reference's own literal (a space and a newline) — a whole row each, not the empty string
- an equipped BoE or BoP piece reads Soulbound: the bind line reads the item's own flags through the client's bound predicate instead of the template's bonding, one predicate shared with the enchant cursor's bind confirm

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:25:07 +07:00
SamandClaude Fable 5 cf581aa2ac the auction house opens, the Honor tab lands, and a day of fixes
- the auction house end to end: right-clicking an auctioneer opens Browse/Bids/Auctions on the server's reply — search, the category tree from your own DBCs, the reference's 50-a-page pager, multi-key sorting (directions corrected at the bytes), bid/buyout, the sell slot with deposit and duration, cancel with its fee popup; prices sit on the reference's own money-frame kit in lined-up columns, the twenty auction messages split refusals-red / outcomes-to-chat, and a won or sold auction reads as a proper mail receipt — the window's Lua re-worded in our own terms after the overlap ratchet caught the first cut leaning on the reference's text
- the PvP honor system whole: the Honor tab and the inspect page over a real wire model, with current rank and highest-ever rank correctly two different fields
- a day of reported fixes: WASD survives a /logout re-entry, addon settings save on a window close and Cmd+Q (exactly once — a mac close could fire the tail twice), clams open again, random-enchant items name themselves on every surface, the loot window's rows hold their seats with legible counts, idle players stop sinking through building floors, the shooter re-pulls between Auto Shots, portraits loosen ~19% to the client's own aspect-1.0 matrix, and big creatures thump the camera off the CameraShakes table
- character select clicks like 1.12 — captions whiten on hover, buttons fire on release, Humans face straight ahead off the stage bone's real yaw, the facing is per-character, and hunter/warlock pets stand beside you at their family-ramp size with their own emitters (the imp's flames), the Voidwalker's sequence-hidden shackles culled
- the smaller player-facing set: nameplate on/off rows in Options with the CanAttack category gate (emissaries stop plating), the bonus bar slides up with igBonusBarOpen, the camera's framing height glides on a shapeshift, the open letter evicts the centre seat, the far-band fog hull stops printing a pale horizon stripe at low view distance, the guide arrow is gold with per-source rim art, error text fades through its shadow too, and /convertraid converts the party
- README: the auction house and PvP honor move out of "not built yet"

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-22 19:04:27 +07:00
SamandClaude Fable 5 f8e312d015 Terrain Distance returns to Graphics, and guards flag your map
- the Terrain Distance slider is back on Options → Graphics, in its 1.12 seat and range (177–777, live, no Apply) — and it now drives how much world is resident, not just how far you see: the streamer derives its resident and prefetch windows from farclip in the reference's own chunk units, pulling the ring in as you drag left and streaming it back one tile per frame as you drag right; the `WOW_TILE_RADIUS` env var, the debug panel's farclip slider and a dressed-up fog constant all retire into it
- ask a city guard for directions and the destination lands on your maps: `SMSG_GOSSIP_POI` becomes a red flag drawn through the same landmark path as towns and inns — an icon in place when near, competing for a rim arrow when off the edge — and the world map's landmark enumeration answers now, so the flag renders there too and names itself on hover
- the flag is one slot (new directions replace the last), drops itself within 10 yards of the destination, expires after the reference's own 480 seconds, and clears on any world entry; the rim-arrow rank rides the packet's own field, not a guessed constant

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-22 18:18:30 +07:00
SamandClaude Fable 5 6b05373630 Quiver loads, teleports stop losing the city, the camera eases right
- Quiver works end to end (the reported nil-field error): 1.12's widget method tables are flat, so the 19 Region methods are ONE function per name — a frame's `GetHeight` IS the texture's — where we had two implementations behind two disjoint registries; `Button:SetFontString` and the Set/GetMin/MaxResize quad land with it, and the 219-addon survey moves loads-without-error 150 → 151 with every other addon byte-identical
- a teleport stops dropping you into a bare city: the reveal gate now waits on geometry that can actually draw (14 regions had sat undrawn for 630 ms with the cover already down), a relocating snap ≥100 yd raises the cover, and the pipeline warm pass runs once per process — a far same-map teleport's cover drops 3.8 s → 0.8 s
- the empty-world flash on a fully-resident teleport dies with it: the camera's world pose publishes before anything in Update reads it, so the visibility verdict stops being computed up to 644 yd from the eye — the lag reads 0 yd on every snap frame of every arm
- the camera follow becomes the engine's own curve — an edge-armed cosine smoothstep clamped to 0.1–2 s behind a 7-state input classifier, the enum 0/1/2 with Smart staying the default — and overlapping chat bubbles stack as whole cards, one frame level per bubble, nearest to the camera on top

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 18:10:46 +07:00
SamandClaude Fable 5 a53a58128c opening a chest kneels you, and outdoors elects what it draws
- the loot kneel finally fires on a chest (the reported gap): a chest never sends `CMSG_LOOT`, so the client-local loot latch gains its second arm on `SMSG_SPELL_GO` with the loot response as an admission gate — you kneel before the window opens and hold it while it is up, like the reference
- the outdoor draw election lands: the 1.12 client elects every scene object per frame, and a unit behind you or in a room the portal flood can't see is neither drawn, animated nor particle-ticked — at the Goldshire pin drawn submeshes go 365 → 49 and live particles 569 → 138, camera stamp bit-identical; `WOW_NO_DRAW_ELECTION=1` reverts. No ms pricing yet — counts only, the machine was shared
- standing-NPC facing and docked transports go write-on-change instead of dirtying their transforms every frame
- the options window gets a ground: a black fill inside the rope drops the world's bleed-through onto the page from 40% to 12%, so the small text reads against snow and noon water

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 17:59:10 +07:00
SamandClaude Fable 5 d67737b51f show helm and show cloak work, and the minimap composites its interior
- show-helm / show-cloak preferences dress the world body at last: the preference is `PLAYER_FLAGS` 0x400/0x800 — a public descriptor field, so it dresses every player you can see — and equipment resolve now reads it in both places the helm resolves (geosets and attachments) and the one the cloak does; character select has honoured the same stored bit since day one, which is why the two disagreed
- the toggles reach the wire (`CMSG_TOGGLE_HELM`/`CMSG_TOGGLE_CLOAK`), the `ShowHelm`/`ShowingHelm`/`ShowCloak`/`ShowingCloak` script API exists, the dressing room follows the world, and Options → Interface finally has the two rows
- the minimap's interior draw starts compositing into the client's own 256² target, and the interior gate reads the client's indoor byte — the ground work for the black-lines fix that lands next
- `WOW_DRESS_CENSUS` reports what the wire asked for vs what is on the body

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 17:56:53 +07:00
SamandClaude Fable 5 447e92aed5 three parked costs burned, two schedules go single-threaded
- the sun flare's terrain-occlusion march re-prices 2 grid cells a frame instead of 768 height queries, the retained pass's published regions go behind an Arc instead of two memcpys, and a unit's splash line is re-read only when its pose changed — −0.66 ms parked at Goldshire, pixels bit-identical
- PostUpdate and the render extract schedule run single-threaded by default — ~620 mostly no-op systems were paying the multi-threaded dispatch premium — −0.90 ms parked at Goldshire, −0.8 walking in Lower Blackrock Spire; WOW_MT_POSTUPDATE and WOW_MT_EXTRACT are the levers back
- GltfPlugin, AntiAliasPlugin and GilrsPlugin leave the boot — machinery for types nothing makes, 31 systems a frame fewer
- WOW_SCHED_CENSUS lists every schedule's systems with their executor-relevant flags, both worlds — the inventory the flips were priced against

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 18:59:48 +07:00
SamandClaude Fable 5 287b109773 the bubble's pale lines, and the trigger NPC finally hides
- the pale lines through the speech bubble were its backdrop atlas bleeding across its own slices under magnification; the slices now inset, verified per row against the real backdrop bytes
- a bubble that never appears can say why: all seven silent refusals report themselves under the bubble trace
- the invisible trigger creature goes invisible at last — there is no server flag to consume; its model is authored empty, and the black slab people kept meeting was our own placeholder cube. a display that names a model now draws exactly what that model builds, including nothing
- a census probe lists which streamed entities are standing as placeholder cubes, and on which displays

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:22:57 +07:00
SamandClaude Fable 5 e4b6776b81 the autocast shine stops eating frames, sunken NPCs surface
- the pet bar's autocast shine cost +4.25 ms a frame for one button: its 92 script-side SetPoints forced two whole-roster anchor solves every frame — the shine now draws from a native lane, re-measured at +0.03 ms with what is drawn bit-faithful to before
- an NPC that spawned under its own floor — a cellar wolf, a pet at login — now measures its ground clamp from the server's seat instead of its own last answer, and climbs out
- a running cast cost ~4 ms a frame in layout gate walks; a mutated frame now takes one walk, not three, and the settled interface is pinned at zero

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:00:19 +07:00
SamandClaude Opus 5 9a184d3476 the guild window opens: roster, ranks, notes and the message of the day
- the social window's third tab is live — the roster in both its views, the member card with its promote/demote/remove verbs, the rank editor's thirteen permissions, the guild information board, and the invite, leave, kick and note dialogs behind them
- setting your hearthstone at an innkeeper now asks before it takes and says so afterwards, and the innkeeper's gossip lines get their own icons back
- unavailable talents grey out, and every greyed icon in the client now goes through the same luminance fold the original used
- the buff tooltip's remaining-time line reads gold with the client's own hour/minute ladder, the macro editor takes a shift-click to paste a spell, trainer rows repaint after a purchase, and a long book page stops flickering its ellipsis

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-16 17:38:54 +07:00
SamandClaude Fable 5 6b980b9efb the player build: one binary that carries its content
- a player build ships beside the dev one — dev chords and probe surfaces go dark, and a gate enforces what a player can still reach, by medium not by module
- the binary carries its own shaders and its shipped UI, finds the WoW folder by itself, and keeps its local state in one benilla-config folder
- the glue screens get a capture shutter, and the engine stops depending on the protocol crate

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 18:18:02 +07:00