- On Linux a key the keyboard layout remaps (X11's caps:escape) acts as the key it is remapped to, as in the real client
- A layout-moved named key also acts as that key on Windows, where the reference reads the layout's virtual key; macOS keeps its physical table
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
Part of #41: the comments of `benilla-world`, Rust and WGSL, are rewritten to the rule in `docs/METHOD.md`, which is what the code does and the reference fact behind it, in a line. 24,226 comment lines become 8,863.
- **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:
- `0x6b62e0` is the WMO group's liquid renderer, not a doodad drawer.
- The reference creates a WMO's props once, when a group enters its streaming window (`0x698720` → `0x695aa0`). It then admits them each frame the portal walk visits the group (`0x685d70` → `0x6838f0`). The old text had them created per visible group.
- The liquid query's comments now state the reference's order: the map-object leg first, then the ADT (`0x69b6d0`). They no longer call the Outdoors/Inside split a match.
- The interior probe runs from the character, not the camera.
- The reference lights ground clutter. The old comment said it draws unlit.
- The model-particle "pool order" deviation was wrong. Each instance is its own mesh, depth-sorted every frame.
- The reference's vertical field of view follows the aspect ratio (44.1° at 16:9). The comment now gives it beside our fixed 45°.
- The effect shader's far wall is the live `farclip`, 177 to 777 yd, not a fixed 777 yd.
- Dozens more turned up on the way: renamed or deleted items, docs sitting on the wrong item, stale counts and links.
- **Deviation labels.** "Deviation:" now marks only a choice with a reason. An unbuilt behaviour says so plainly.
- **Verification.** Every file strips to identical code, and `cargo fmt --check` is clean. Five second readers compared every file old against new, restored the facts the rewrite had dropped, and checked each new citation against the reference.
Defects the rewrite surfaced outside the comments are filed as their own issues (#106, #114, #115, #116). The comments here state what the code does. 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>
- 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>
- a looted chest fades out over two seconds on the reference's own smoothstep, from the alpha it is showing, instead of blinking away; every destroy and out-of-range exit takes the fade (2198, 2203)
- opening a chest goes through the cast ladder, so mashing right-click no longer cancels the running cast bar with "Another action is in progress" (2199)
- a held key resumes after an alt-tab: a repeat is a key we already have down, not the OS repeat bit, as the reference classifies it (2204)
- both upscaling blits are skipped: the world's combine and the UI's gamma decode write their camera's target themselves, pixel-identical, and the costliest pass on the lab's RTX is gone (2206)
- WOW_GPU_PASSES prints the journal's per-pass GPU split beside each row (2205)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
- a creature spawning or coming into range in water no longer punches a body-shaped hole in the surface at the start of its fade-in: a model crossing its water plane draws on both sides, each half clipped at the waterline (2188)
- the same split covers your own body on login while swimming, stealth and ghost form in the water; Crystal Lake's murlocs streaming in were the scene that showed it (2188)
- helms, shoulders, weapons and hung spell kits clip at their wearer's waterline too, so the fade no longer looks wrong whenever the surface crosses the armour (2190)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
- a dead player's sky is DeathClouds now — `lightSkyboxID` was named in the schema and read by nobody and `LightSkybox.dbc` was never loaded at all, so a ghost kept the ordinary gradient dome; the shipped data has exactly 5 of 426 LightParams rows carrying a skybox id, every one of them DeathClouds.mdx, reached from the death profile (slot 4) of all 374 Light rows and gated on the ghost bit, with a hardcoded weight of 1.0 that skips the WMO skybox outright; it resolves off the same (map, camera position) seed the atmosphere uses, so the ghost sky and the death-profile fog it hangs over switch on the same frame — and the lane sheds its `wmo_sky` name for `skybox`, no longer being WMO-only
- a corpse cannot steer: the reference's two movement-input predicates share a precondition benilla never modelled — `UNIT_FIELD_HEALTH > 0` — so at zero health the keyboard turn and the right-drag close together, exactly as they do inside an Ice Block, while the ghost (health 1) keeps moving; the wow-re §5 round then corrected three byte trails (the mouse turn has its own eight-conjunct predicate, the supposed on-taxi test is the Knockdown animation lockout — set on exactly one of 208 AnimationData rows — and the "charm bit" is the far-sight latch) and added three verified health gates we lacked: the jump IS health-gated, sit and stand are refused while the body reads dead (a feigner too), and a follow tears down only when BOTH predicates drop — we had that wrong in both directions
- the walk-gait cross-check folds back confirming `min(walk, run)` and the speed-only animation channel (by a 2,304-function closure census), and finds the trap we lacked: every incoming spline re-authors the gait, and the spline's RUNMODE flag is an INVERSE — a spline marked as a run clears walk mode, one not so marked SETS it — so a charge, taxi, knockback or flee hand-off leaves the body in whatever gait its path was authored with, applied once on the spline's start edge; the post-worldport zero-walk fallback is retracted on a re-run (the ctor's zero is a transient thirty instructions wide, never observable), leaving the plain minimum the bytes compute — the better failure mode too, since a fallback makes a walker silently RUN if a walk speed ever goes missing, where the transcription makes them visibly stop
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
- Levitate over water, whole: hover stacks on the water-walk surface, so the body rests exactly a yard above the waterline — the reference's own arm undoes the ground snap and descends by max(L−1.0, 0); casting it while swimming launches you clear of the water, because `SetHover(true)`'s handler calls `CMovement::Jump` before it ever sets the flag — a jump that, unlike Space's, is not refused for a hovering body; and aiming below −37° drops the liquid layers out of the walk mask, which is the reference's own way back into the water and the piece whose absence made the mode a one-way door
- walking no longer sinks a Levitator: the step-down snap's no-hit leg — right on land, where it is the frame that leaves a ledge — could not see water, since liquid is queried rather than swept, so every walking frame stepped down a cone's worth while the hover climb hauled it back; the arithmetic closes with no free parameters (descent 0.24355 yd a frame, climb 0.11667, net −0.12688 against a measured −0.12687), settling 0.88 yd under the hover line until the keys were released
- the pose advances on the PRESENTATION cadence, not the CPU loop: under vsync a frame reaches the eye only on a refresh boundary, but the measured delta absorbs the render thread's back-pressure wait, so two frames shown 16.67 ms apart get advanced 26.4 and 8.0 — the whole skeleton lurching at once, up to 91 of 117 bones past a quarter pixel in one frame; `Time<Virtual>` is re-split to a delta snapped to the estimated refresh with the remainder carried, engaging only while the stream looks vsync'd so a real stall stays visible — found once the jitter meter probed a point at each bone's flesh radius and logged the animation clock beside the wall clock, the two channels it had been blind in
- the character doll is a snapshot you edit, not a mirror you follow: the reference re-takes a model widget's copy on becoming visible, a change of dress, a manual sheath toggle or a resize — the combat auto-draw is not one of them, so a bow drawn in combat stays off the character sheet; and a portrait bake now waits for its PIPELINES too, not just its textures — off macOS a cold pipeline variant skips its batch silently, a one-shot still keeps the hole for the session, and which piece goes missing is which variants lost the race: the hair's alpha-key, the body's opaque, a glow card
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
- 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>
- the paper doll joins the collapsed rig lane and its body panes render every other frame while open, the pose still evaluating at full rate (boothHalfRate CVar) — the open character window's cost at Goldshire ~+2.7 → ~+1.0 ms
- the parked frame's idle diet: avian's dynamics pipeline goes (the world has zero dynamic bodies), the hidden dev overlay stops drawing an empty pass, and a unit's swim state is re-checked only when it moved — 12.8–13.3 → 12.0 ms parked at Goldshire
- the UI tick stops sweeping the whole frame arena three times over: OnUpdate frames and the message and cooldown kinds live on registries kept at their one write site — idle tick 530 → ~195 µs a frame
- the WOW_MEGA_STATIC bracket retires, past its recorded condition now that the retained pass carries its own
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the eight heaviest UI feeds — spellbook, party, character, bags, talents, units, pet, player — rebuild only when an input moved instead of every frame: 216 → 12 µs a frame parked
- the character window's cost settles once it closes: enchant countdowns feed by the second instead of firing an inventory event into all 20 slots every frame, the paper-doll booth parks with its camera, and a window hidden under the cursor fires OnLeave so its tooltip goes with it — the reference's hover-hide law
- the walk stops paying for finished work: the loading-screen tally's per-placement walk latches off once the world is ready, the settled placement spawner is one integer compare, and billboards stop dirtying every card's transform
- never-rendering hierarchy nodes — rig anchors, joints, doodad hosts — keep the hide chain but leave the per-camera visibility sweep: 25,198 → 18,026 swept entities at Goldshire
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- behind WOW_STATIC_GX=1, never-fade doodads leave the per-entity renderer for one cross-material draw per 133-yard cell, pixel-identical to the entity path at the 1/255 floor
- WMO group geometry joins the pass with the portal flood as CPU range selection — in Lower Blackrock Spire the entity lane's WMO draws drop 33 → 0, no leak
- the fading doodads ride it too: a doodad inside its feather band is punched out of the retained draw and respawned as an ordinary entity, so the fade is the current look by construction
- correctness banked, performance not yet: the first legs read +2.36 ms at the Stormwind gates and +7.27 parked at Goldshire — per-cell texture arrays rebuilt on every re-bake are the priced cost, WOW_GX_PERF=1 meters the lane
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- behind WOW_STATIC_MERGE=1, never-fade doodads, fading doodads and interior props bake into one mesh per 133-yard cell and material — −0.99 ms at the Stormwind gates, a wash in Lower Blackrock Spire, GPU flat
- the merged faders fade in-shader on the reference's own fading draw state, so the ramp is as smooth as an individual doodad's
- interior props carry their light-probe slot per vertex, and the arrival cover waits for every unbaked blob so a reveal never shows a hole
- a merge census (WOW_MERGE_CENSUS=1) prices each population before it is built — WMO group geometry merges nothing and stays individual
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- water and lava keep time in the shader: the 24 Hz CPU tick that re-uploaded every liquid material is gone, −0.28 ms at the Stormwind gates, and lava scrolls smoothly instead of stepping
- static transform tracking is pinned on — the adaptive check spent two full scans a frame to say yes in a world where movers are 1–3% of the rows
- WOW_MEGA_STATIC merges static geometry per material and 133-yard cell — an experiment lever, priced at −1.15 ms CPU for +0.3 ms GPU at the Stormwind gates
- WOW_GPU_MS times the whole frame on the GPU and reads 2.2 ms against 17.4 CPU at the Stormwind gates: the frame is CPU-bound, so the work ahead is on the CPU side
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- a drawn animated material — scrolling texture, pulsing tint — is never mutated again: the animation rides delta rows in a shared region of the light buffer, folded branch-free in the shader, with zero as identity
- the churn that came with mutating assets dies by construction — no per-material modified ratchet, no far-twin re-inserts — and capture parity is bit-exact
- the portal flood's answer goes compare-then-write, clearing the ground for a static-visibility lane
- the single-threaded PostUpdate probe answered: cheaper on mean cpu, parked on a tail-latency class, kept as a documented lever
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- UI layout solves what moved, not what exists — hovering a full bag no longer re-solves the whole interface
- world albedo textures stop keeping a second copy of themselves in RAM
- collision gets a coarse grid for oversized slabs (32x fewer triangles tested), idle units stop re-asking the ground every frame, and anchors spawn on first consumer instead of by the thousand
- aura and loot watchers scan when the store changes rather than on the clock, and static-transform tracking and plate reaping join the sweep
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
- the world engine splits from the game into a benilla-world crate — 112 files, and the wall is ratcheted to zero names of the game inside the engine
- the engine's public doorway is counted and gated at 32 items, and the render materials, shaders and asset cache move down to benilla-assets
- the game's files leave the engine's asset root — game:// is its own space — and a spike binary boots the engine with no game attached
- weather rides along: snowfall emission is denominated in the reference's frame cap, and a long teleport retires the stranded precipitation field instead of leaving it behind
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>