Commit Graph
11 Commits
Author SHA1 Message Date
SamandClaude Fable 5 a047a31aea the troll gate stops flickering, the signpost lands, the chair holds
- a fix16 animation key is signed: Zul'Farrak's troll gate was drawing its burnt twin inside the intact one (a −1.0 key read as +1.0, so the cull never fired) — 24 two-state models stop showing both states, 65 fade curves lose an over-bright tail
- a GameObject is placed by its quaternion, not its facing: the Ravenwind arm of the Feralas signpost comes down from mid-air onto the post, and 1,411 visible spawns — 123 of them chairs — take their authored tilt; the inspector shows it
- sitting in a chair holds: a jumpless fall puts nothing on the wire until it lands and heartbeats on the ordinary 500 ms deadline, so the stalled frames inside the chair's collider no longer send the moving flag that stood you back up; and the use cursor greys past the chair's own 3.0 yd reach
- README's "Not built yet" catches up: guilds, the pet bar, fishing, the dressing room, macros, key bindings and addons are in

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 19:10:13 +07:00
SamandClaude Fable 5 d1140829d7 the interface code is ours: the transcription debt is paid
- forty files that carried the reference's literal Lua are rewritten as our own expression of the behaviour — worst identical run 61 lines down to 7 — and the README now says exactly that
- the overlap gate measures the code itself across all four reference corpora, and ratchets: the number may only go down
- a lost session ends at the login screen instead of silently re-authenticating and stealing the account back
- a building's skybox is a real model: Caverns of Time's white ceiling becomes its painted nebula and additive stars

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:21:03 +07:00
SamandClaude Fable 5 55d2c70712 reputation arrives: the wire, the pane and a live watch bar
- the Character window's third tab is in: faction rows under their headers, standing bars, the detail popup and the watch bar, at the reference's own anchors
- all four reputation opcodes parse byte-exact, the flag byte reads the way the client reads it, and a standing gain reveals the faction unless it is hidden
- an end-to-end golden drives live wire bytes through the game data to the exact visible row list
- the reference-code overlap is measured by an instrument instead of asserted — the start of a debt paid in full later in the day

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:09:04 +07:00
SamandClaude Fable 5 d7f4c59fa8 our API surface is diffed against the client's 19,572 globals
- `--surface` re-runs the comparison against the captured in-world global table on demand, and `--surface-dump` writes our raw side for any tool to join — a one-shot measurement stops drifting
- CreateFrame with an unresolvable template raises exactly as the client does, instead of handing back a bare frame; `inherits=` is one name, matched case-insensitively
- CreateFontString and CreateTexture honour their third argument — 49 corpus call sites were passing an inherit into the void
- the addon-message inbound byte map is corrected (a test had agreed with the wrong constants), and the group-loot roll template publishes under the reference's own name

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:08:30 +07:00
SamandClaude Fable 5 a03cb5d5d2 Chain Lightning draws its chain, and the Controls page lands
- the beam is on screen: Chain Lightning arcs outward hop by hop and Drain Life ropes from hand to victim — a write-order edge was erasing the finished geometry every frame, and a tripwire now guards the whole class
- the Controls page lands (sticky targeting, auto loot, invert mouse), UI scale waits for the era Apply button, and the terrain-distance slider retires
- with auto-loot in effect a lootable corpse shows the triple-pouch cursor, the real client's tell
- the character-screen freeze before a loading screen is gone: the shader warm-up hides behind a fully presented cover and tears down only its own roots

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 18:54:58 +07:00
SamandClaude Fable 5 7eca017eb0 the Options window goes era, and settings finally persist
- one era-style Options window: window chrome, category list, search box and its own ESC rung, with the game menu reshaped to match
- settings are real CVars now: GetCVar/SetCVar reach Lua, and your changes persist as a diff in benilla/config.toml
- all local state lives in one visible benilla/ folder beside your Data/ — nothing hides in platform config dirs
- UI text stays crisp at any scale and survives a mid-session resolution change: glyphs measure in the environment they raster in

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 18:54:37 +07:00
SamandClaude Fable 5 f68c0cd958 /follow works end to end, and a parried swing rings out
- follow a player and the screen names who you're following, the right-click menu grows its Follow row, and your own movement is what cancels it — creatures are refused like the real client
- a locked lockbox click asks the server instead of refusing silently, a quest-starter chest offers its quest before opening, and an item on cooldown hides its green "open" line
- a parried swing plays its clang like the real client keys it
- the README's What works / Not built yet caught up on a week of shipping

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 17:51:08 +07:00
Sam Sung 914b4d6b69 readme: bug reports go to Discord — issues are disabled 2026-08-02 05:56:51 +07:00
SamandClaude Fable 5 d3e05f32e5 the world only pays for what's on screen, and the leak is gone
- terrain draws per chunk now, and one authority culls everything outside: buildings, billboard cards, particle emitters
- the fps and memory creep on long flights is fixed twice over: material animations only tick what something draws, and far-away art is released by distance (with a 30 s dwell floor so fast cameras don't thrash it)
- the second crash ever reported (a cast racing a despawning unit at flight speed) is fixed, with a regression test that reproduces the exact panic
- every build now prints which commit it is, so a bug report can say exactly what it ran

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 19:39:56 +07:00
SamandClaude Opus 5 c48d8c6b7e other players walk the world, and NPCs speak your name
- Other players walk the world. A watched player's motion between server updates now runs through
  the same grounded movement resolve as your own character — same capsule, same colliders, same
  step-up and ground election — so they follow terrain every frame instead of every packet, and
  stop at a wall instead of walking into it and being snapped back. Their jumps are swept against
  the world too, and a standstill jump steered mid-air reports that steer, the one mid-air press
  the reference client broadcasts rather than defers.
- The move relay rebuilt: relayed moves ride a per-unit chain on real time, a due move never jumps
  ahead of its unit's queue, and SMSG_COMPRESSED_MOVES — the batched carrier the server sends under
  load — is decoded rather than skipped. Our own send path now matches the reference client's:
  facing streams while moving, Nagle is off so each packet is one write, and the strafe axis nets so
  left and right can never ride the same packet.
- NPC and quest text speaks the whole $-macro grammar, carved from the reference bytes — your name,
  class and race, the gendered forms, and the server's live world states — and the same
  substitution feeds gossip, quest text, the quest log and unit frames. Greetings are a weighted
  draw, rolled per NPC per open, and a quest giver with no quest to give is no longer clickable,
  where it used to open a dialog holding nothing but a placeholder greeting.
- Spell tooltips finish the reference's line law: cast time and cooldown behind the real passive
  gate, the required tool or form, the reagents block, the chance-to-X line, a multi-bit
  equipped-item requirement named properly instead of by raw bits, and a buff's dispel class.
- The UI layout engine got a dense, reusable anchor solver, and a change gate that skips the resolve
  entirely on frames where no layout input moved — in practice, almost every idle frame. Pets are
  named by their pet number rather than a creature-template entry, so the client asks the query the
  server can actually answer. And the asset extractor grew a stray-geometry census for tracking
  down geometry that renders where it should not.

This snapshot replaces the six dated `sync` commits that stood here before it, whose subjects said
nothing but the date. If you cloned before now: `git fetch && git reset --hard origin/main`.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-25 14:57:54 +07:00
SamandClaude Fable 5 2ad0043523 benilla: initial public release
A from-scratch World of Warcraft 1.12.1 client in Rust + Bevy.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 14:27:01 +07:00