a43e2c9a88fccb6efe2ecb676d0030c8d8150ed7
5
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
4c61e6b7c6 |
the action bars are the reference's own, and a gift can be wrapped
- the action-bar cluster is the reference's own: `MainMenuBar.xml`, `ActionBarFrame.xml`, `MultiActionBars.xml` and `BonusActionBarFrame.xml` run off the player's own chain, and our `ActionBar.xml` (2047 lines), `MultiBars.xml` and `StanceBar.xml` are deleted — three, since the stock bonus-bar file declares the shapeshift bar too; one engine verb, `ChangeActionBarPage`, fires `ACTIONBAR_PAGE_CHANGED` and nothing else; one load blocker: stock `MultiActionBars.lua` writes the options window's table from its OnLoad, the reference's own load-order hack, so our options window moves to the reference's toc slot; and ten things the reference does that ours did not: an empty button is HIDDEN while showgrid is 0, the bonus overlay sits one pixel right of the main buttons, every slide takes one frame more than its time, and `ActionButton_ShowGrid` ghosts EVERY ring, occupied included (1938) - a gift can be wrapped: right-clicking wrapping paper fell through to plain use and sent `CMSG_USE_ITEM`, so nothing happened — you could receive a gift and never give one; the wrap is a displayed-cursor MODE plus a stashed slot, never a payload, so `CursorHasItem()` stays false and every stock gate on it stays shut: right-click arms it, a left-click on a bag slot sends `CMSG_WRAP_ITEM`, and the client applies no eligibility test — the server's `ERR_CANT_WRAP_*` reasons are the error line (1934); a duration-limited item counts down: `SMSG_ITEM_TIME_UPDATE` parks a deadline and the tooltip's `ITEM_DURATION` line runs the enchant countdown's bucket ladder, so "Duration: 1 days" is what the reference renders; an update for an item we do not hold is DROPPED, no queue (1933); and a renamed crowd-control refusal names its mechanic — "Can't do that while stunned" — off `SpellMechanic.dbc` (1943) - a creature paths on a boat: `SMSG_MONSTER_MOVE_TRANSPORT` carries the transport's guid and deck-local coordinates, and is the attach/detach edge; a deck sample lands on the rider or nowhere, never as a world write a few yards from the map origin; and "there is no terrain under a boat" turned out wrong: the ground probe admits GameObject meshes — a boat's `.wmo` is a GameObject, so the probe hits the deck (1936); `MSG_MOVE_TIME_SKIPPED` is read, not dropped — the reference adds the lag to the observed unit's last-wire stamp, so dropping it scheduled their next packet `lag` ms late, a hitch for every player who stalled zoning in near us; and our own settle hold reports once (1935); and the tradeskill tool order was backwards — focus FIRST, so every two-tool recipe had read "Blacksmith Hammer, Anvil" for the reference's "Anvil, Blacksmith Hammer"; the focus's `hasTool` is 1.0 in the reference too (1942) - the crowd's second sitting, instruments first: the probe line carries the tail — cpu p95/p99 and the six worst frames — because a mean under budget hides the one frame in twenty over it (raid legs railed at 16.67 with p95 at 18–20 ms) and whether that frame was work or a wait is the first question about a stutter, and the visible meshes are counted by lane; then two cuts — a terrain tile furnishes as 4×4 cells of 4×4 chunks, one mesh, one entity, one draw per 133-yd cell instead of per 33-yd chunk (a city horizon is over a thousand chunks a frame, and a cell changes nothing a pixel can see; Stormwind 10.55 → 10.32 `cpu_ms`), and an authored point light is our own `WorldPointLight`, not Bevy's `PointLight`, which was only a data carrier while Bevy ran its whole light lane over every lamp, ~2 % of the alone frame; the sitting's record is 1945, and the code says so (1945) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
||
|
|
ad7edb3198 |
a 40-man raid costs less per frame, and the money frames go stock
- a 40-man raid cost +5 to +8 ms of CPU per frame — a population, not a hot function — and three cuts landed where it was measured: the rig palette upload sends one `write_buffer` per run, bridging the gaps parked bodies leave between live rigs (calls 93 → 3); a built material becomes an asset when something visible binds it, not when a spawner builds it — 9.9k material assets were alive for 36 drawn batches, so a material is realized only once bound and visible, readers that clone before binding doing it themselves through one new function in the engine's wall (172 → 173): a 17× cut in live GPU objects; and a body's batches spawn as material groups — a geared body stood as 12–27 mesh parts, its skin composite drawn as five separate batches, and two visible batches now join when nothing downstream can tell them apart: parts per body 17 → 12, the Stormwind raid leg 17.0–21.0 → 15.65–15.82 `cpu_ms` (1929, 1940) - the instruments that priced it, all on the probe line: wgpu's own resource census, because a sampled profile put roughly half of the pass encoder in usage trackers sized to the device's live buffer and texture counts — a term that scales with residency, not with what is drawn, and nothing printed the number; the active camera count, since every view is its own pass set; the UI's live texture-identity runs, one 2D draw each, which is the number a UI change moves, not the quad count; and parts and materials per dressed body on the dress census, the ceiling on merging a body's batches read off a real body instead of guessed from a model's batch table (1940) - the coin kit retires: every remaining money display — quest progress, the mail purse and postage, the trade recipient, the tooltip, the quest log, the trainer's purse and cost — moves onto the reference's `MoneyFrameTemplate`, each seat already matching ours; the progress panel's required-money flow is ported in full — `QuestFrame.lua:168-190` colours the FRAME red/white AND the LABEL black/dark-grey when the quest costs more than you hold, where ours had neither colour; the mail postage takes the reference's name and label, trade and mail issue no explicit update because the frames repaint on their own events, and the trainer's cost label is shown or hidden with its `local COSTS_LABEL` shadow deleted; with the trainer converted the hand-built coin trios have no consumer, so their templates and the `BenillaMoney_*` helpers are deleted and `MoneyFrame.xml` is the only money kit (1937) - the crowd-control ladder's aura exemption exists, and it is a join between two `Spell.dbc` records — each arm asks whether the spell being cast is itself an immunity covering the aura that blocks it (Ice Block cast while stunned), the school arm shifting because `School` is an index and `EffectMiscValue` a mask; what the scan mostly decides is WHICH message a refusal carries — a blocking aura the cast does not counter renames the reason to "Can't do that while %s" (1941); bevy_audio leaves the build — its plugin had been disabled since 0530, but disabling a plugin does not remove a crate, and rodio, a second cpal and an Ogg/Vorbis decoder were still linked into a client that mixes through kira (1932); and cpal has four stream errors, not two — a routine ALSA underrun was treated as "the device is gone", tearing the stream down on every hiccup; now only a lost or invalidated device rebuilds (1939) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
||
|
|
b7910ddf11 |
the help window is the reference's own, and a ding carries nine gains
- the help window is the reference's own `HelpFrame.xml`, and ours was less than half its size, so this is mostly arrival: the category list, the per-category GM and harassment pages, the stuck page, the bug report, the PvP policy line; four things we had built go with the swap — one-click filing from Home, the Home unstick button, the downed-queue refusal message, and ticket abandonment, a capability loss rather than a look change, since `AbandonTicket` exists in neither the binding table nor the 1.12 FrameXML corpus and any return of it goes on top of the stock window; `GMSURVEY_DISPLAY` arrives with no producer, a real 1.12 event (`SignalEvent` `0x5e797b`) whose whole UI is a LoadOnDemand addon not on our chain; and the stock file needs two orderings ours did not, the micro-button row before its GM status ask and the buff frame before its repoll timer (1889, superseding 1687)
- the cast bar, the action-button regions and the font registry are the reference's own files too: our `CastingBar.xml` was `CastingBarFrame.xml` under another name, with the literal "Failed" where the reference reads the `FAILED` GlobalString (1886); `ActionButtonTemplate.xml` seats above our `ActionBar.xml` because the later-registered template wins, and it declares zero scripts, so the regions migrate while the handlers stay ours until `ActionButton.lua`'s verbs do (1887); `Fonts.xml` is manifest entry 0, all 51 fonts match by name, and its one real difference, `ITEM_QUALITY_COLORS`, moves to UIParent where the reference declares it (1888); the harnesses were the real cost — those reading our files off disk could not name a chain file and now read through the manifest's own rule — and the event-producer gate, having cried wolf at the cast bar's `SPELLCAST_INTERRUPTED` fired through a variable, now matches the fired tuple's shape
- of the 189 events benilla fires, three are not in the client — `BAG_UPDATE_DELAYED` (a Classic Era name), `LOOT_UPDATE` and `UPDATE_LOOT_ROLL` (invented here, no listener anywhere) — found against the reference binary's own string table, and a gate now fails any fire of a name the client cannot dispatch unless it wears a `BENILLA_` prefix (1883); two payloads the reference gives that we did not: `UNIT_HAPPINESS` carries its unit token, without which no `UNIT_*` consumer reads it, and `CHARACTER_POINTS_CHANGED` carries the point deltas `ChatFrame.lua` compares unguarded, so nil raised (1884); and `PLAYER_LEVEL_UP` carries all nine — level, health and mana gain, talent points (not on the wire: the client derives `(newLevel >= 10) ? 1 : 0` at `0x5e407c`) and the five stat gains — matched to the ding by level, a demotion's absent gains sent as zeros since a nil raises where a zero reads as no line
- the chain gap report could not run — one of its six probes had no player seated where a stock addon formats `UnitName("player")` at load, the other five each carrying an identical copy-pasted seed — and the repaired instrument prices each window's cost: 13 stock files load clean with nothing missing (the action bars, the cast bar, the fonts, the help, friends, game-menu and sound-options windows among them) and the near ones name their missing verb, with "loads clean" still not "swapped" (1885); and `UpdateNameplates`, recorded as the missing engine verb blocking the UIParent keystone, is FrameXML — defined in `UIOptionsFrame.lua`, absent from the binding table, its whole body four nameplate verbs that are already ours — so it is twelve lines transcribed into our options frame, the reference's own Show-then-Hide no-op included (1890 corrects 1878)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
|
||
|
|
44ff435304 |
the addon arc: the AddOns folder opens
- benilla loads real 1.12 addons from Interface/AddOns — TOC, XML and Lua through one loader, with per-addon saved variables, Bindings.xml and the lifecycle events addons expect - both AddOns screens are in: the character-select list with per-addon enable state, and the ESC menu's in-game list - the API surface is measured, not guessed — a corpus harness runs hundreds of real 1.12 addons and ranks exactly which globals, templates and verbs they demand - the Lua dialect is the client's own, read off the binary — 5.0 semantics with the 1.12 additions, and UI source files are bytes, not UTF-8 Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
3b6975fdef |
the pet gets its frame, flooded rooms fill, and macros really fire
- the pet gets its own unit frame beside yours, and an Attack order no longer latches as the standing command - five rooms that always read bone dry hold their water now, the Deeprun Tram's flooded stretches among them - macros fire through the client's own chat door, and the macro window fits its tabs and scrolls its icon chooser - the options window grows a Nameplates page and its first dropdown, and the name-display switches apply live in the world Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |