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Commits
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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>
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c3555b4eea |
the cooldown goes stock, early-Z comes back, and lists reach the end
- a size-less `<Model>` pane's rect is its file's box in layout units: the reference's geometry overrides (`0x76d080`/`0x76d0d0`) answer the bbox extent whenever no size is authored, `bboxExtent · 768·√(a²+1) · layoutScale` FrameXML units (`1280 · extent` at 4:3), written into the pane's layout input when the file's facts land, re-derived on an aspect change, and ended for good by any authored size; `SetPosition` is the same unit, which is how `0x4a7b20` centres the arrow at `½·GetWidth, ½·GetHeight` through the override — so the map arrow's sprite arm and its hand-sized 33.6 px footprint go (its rect is `0.0262 × 0.0263` layout units, 33.5 × 33.7 FrameXML units at 4:3, 41.0 × 41.2 at 16:9), and the stock `ItemAnim` pane plays the item push unadapted (`ReplaceIconTexture` on the type-14 batch, the 1000 ms clamp, the stock `OnAnimFinished`), `ContainerFrameAdapters.xml` losing 0887's Lua card and its hand-measured 42.41 × 124.72 rect — the implicit one at 16:9 — and keeping the keyring fork and the three bag verbs (2015); and the cooldown is the reference's own model: the texture-transform law `uv' = R_q((uv + t − p) ⊙ s) + p`, `p = (½, ½)`, the raw quaternion component-lerped and never normalised, is one function (`uv_transform`) with the shader's UV fold as its twin — rotation and scale tracks bake per file sequence slot beside the translation, the mat-anim table gains an affine row `[cos − 1, sin, sx − 1, sy − 1]` on `anim_slots.z` whose identity is the zero row so every static batch reads exactly what it did, and a UI tile clones the twin material per animated batch and writes both rows every frame off the pane's play head, never the world clock; the stock `Cooldown.xml` runs off the chain on 2007's two handlers, the file's four quadrant quads turned by their own rotation tracks (`0 → −90°` over each quadrant's 250 ms window, clockwise from 12 o'clock) and its alpha tracks revealing the star for the flash; retired: the native `Cooldown` widget and `SetCooldown` (an Era API 1.12 never had — `CreateFrame("Cooldown")` is the reference's unknown-type refusal now), the loader's `Model → Cooldown` substitution, the app's hand-built pie and star, and our `Cooldown.xml`; `assets/ui` is eight files (2019)
- `UpdateMapHighlight` gets its zone-level exits (B360): at zone zoom ours returned the nil tail for every cursor position, so hovering Deadwind Pass from Duskwood showed no label where 1.12 shows "Deadwind Pass"; the reference's `0x4a7fa0` runs two lookups at zone level and answers a NAME only — first the current zone's exploration-gated overlay list (the builder at `0x4a6ad9` gating on the explored byte), each row's HitRect scaled by 1/1002 and 1/668 against the normalized cursor, edges inclusive, the first hit naming its Area1, then the continent grid re-windowed through the displayed zone's own rect, naming the neighbouring zone or city and nothing for the displayed zone itself — and only the name-only tail is reachable from there, fileName nil and the six coords zero, so the stock frame hides the highlight quad, as the director's own 1.12 shot shows; and `SetVerticalScroll` stores the offset as given (B370, B363): the reference's `0x786db0` compares the new offset against the old and writes it to `[+0x328]` verbatim, `0x787100` re-anchors the scroll child off it, and the range at `[+0x320]` is never read on that path — every clamp the reference exhibits is FrameXML's, through the scroll bar's `[min, max]`; ours clamped into `[0, GetVerticalScrollRange()]`, the child's overflow past the FRAME, which is 40 px short of where `FauxScrollFrame_Update` sends the bar on the 220-tall skills list (three rows lost) and 15 px short on the 287-tall who list (one); the setter fires `OnVerticalScroll` only on a change, as the bytes do, `BenillaScroll_Step` bounds its wheel in Lua where the reference's handler does, and the ScrollFrame kind's prose stops calling its offset unpinned (2017)
- overdraw's cheap half, the sky first: since 0588 every sky element wrote `frag_depth = 0.0`, which costs a pipeline its early-Z, so on an outdoor frame every full-screen dome fragment under the ground and the buildings was shaded in full (the gradient's `asin`, `atan2` and eight table lookups at dawn and dusk) and thrown away; one shared `sky_vertex.wgsl` — bevy's mesh vertex verbatim plus `out.position.z = 0.0` — is now the vertex stage of the gradient dome, the cloud dome, the star patches and the celestial discs and glares, and the model lane's `WOW_SKY_DEPTH` branch moves from its fragment to its vertex, so no sky fragment declares `frag_depth` and the rasterizer rejects the covered screen before the shader runs; every sky `specialize` zeroes the rasterizer bias constant the `sky_order` rung had been leaking into `DepthBiasState::constant`, harmless only while the fragment overwrote its depth, and the prose beside the pin follows it; then the retained `static_gx` pass draws BEFORE bevy's opaque pass (`StartMainPass → static_gx → MainOpaquePass`) — buildings and doodads are the frame's best occluders and a terrain fragment its dearest, six samples a pixel — so walls reject the terrain behind them instead of the reverse, the pass taking the first-use clear with it and the dev depth probe ordered after it; measured on 16 capture scenarios: 14 bit-identical, `northshire-dusk` 1 px and `water-night` 11 px, attributed to exact depth ties on static/terrain silhouettes and last-bit interpolation noise; a depth prepass and near-to-far bins are declined until a journal says where the time goes (2016)
- the grass cut goes per pixel because of a quarter-mip: `0x6813d0` sets `D3DSAMP_MIPMAPLODBIAS = +0.25` on stage 0 (`0x6813f4`) once per frame before the detail-doodad pass — capture-confirmed on all 29 doodad batches, and outside the `[0x6b1000, 0x6b3200)` scan 2004 had called complete; it decides the whole look because the `clutter_cut` probe finds 6 of 31 shipped detail atlases carry a BINARY alpha pyramid (mip 0 has DXT3's 16 levels, every level below exactly two, both starting zones among them), so `a × ramp` degenerates to a global on/off and every texel of a leaf crosses at the same depth — Elwynn's survivor coverage is flat at 47.6 % across the whole 52.5–61.1 yd band, then 0.0 %, while the probe's box-filtered control erodes 47.7 → 20.9 over the same band, so the art has the gradient the shipped pyramid threw away, and `clutter_size` puts the median tuft at 0.92 yd tall, 1.03 yd deep, a full yard for the boundary plane to sweep; the escape is bilinear: full alpha needs a 2×2 all-opaque texel neighbourhood, and those run out between mip 2 and 3 (179/56/10/0/0/0 on the dominant Elwynn cell), so the reference's λ ≈ 2.9–3.3 sits past the cliff and the tuft erodes continuously — 2.2 % of a tuft's pixels leave in the last half-yard with the bias, 11.6 % without, 24.2 % one mip sharper; wgpu has no sampler LOD bias, so the clutter lane re-samples base colour at `view.mip_bias + 0.25`, keeping the sampler every other model batch shares at the reference's 0; ruled out on the way: our BLP decoder (all nine uploaded levels byte-identical against the archive's 52 793 BLP2s), mip regeneration, the `has_mipmaps` byte's value 2 (a plain boolean, an authoring marker), anisotropy and geometry; what it does not fix is resolution-dependent, and so is the reference's own look — λ with the bias is 3.22 at the capture's 648p but 2.48 at 1080p and 1.48 at 2160p, so at a modern resolution the reference itself pops leaf by leaf, and scaling the bias with the viewport is one reversible line left for a look call (2021)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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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> |