- the "Not built yet" paragraph catches up with the last two weeks: guilds, the pet bar, fishing, the dressing room, macros and key bindings are in, and the list is now battlegrounds and honor, the auction house, and the unfinished half of addon support
- third-party addons are stated as partial: AtlasLoot and Bagnon run, and the addon API fills in as more addons are tried
- the UI line names the guild, macro and key-binding windows among the classic windows it drives
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
- a panning UI batch rides its Transform instead of rewriting its mesh, minimap tiles emit unclipped (the mask shader already zeroes the corners), and the blip layer's origin snaps to half a logical pixel — steady UI mesh writes while moving drop from ~183/s to 10–14/s, and three minimap quads stop arming change detection over ~40k world meshes
- the classify twin GC comes off the despawn edge: a part despawn schedules the full walk behind a 2 s deadline instead of running it that frame — 12–22 full walks a second while walking, gone
- the walking tax measured and banded at Goldshire: parked 10.7 → moving 14.1 ms/frame of process CPU, ~+2.5 after the two fixes above
- WOW_PART_CHURN and WOW_MESH_HOLDERS count part spawn/despawn frames and name which entities hold a churning mesh; the capture rig's `at:` pin learns a facing
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the perf pill is ~25 quads on the player-UI pass — `{fps} fps {cpu} ms` and nothing else — so the egui lane sleeps whenever no dev panel is open, instead of the collapsed pill paying ~1 ms for egui's whole per-frame train
- the pill is the whole HUD: the expanded readout, the spike arrow and the spike-detection engine behind it are removed; a >250 ms hitch still logs
- WOW_CPU_CENSUS=<at>:<secs> — a per-thread CPU census that sums to the process total exactly, user/sys split; in Lower Blackrock Spire the main thread is ~41% of ~14.5 ms, the render thread ~17%, the compute pool ~25%, Metal's own workers ~12%
- the object field store goes flat: the wire's presence mask plus a dense value array replace a BTreeMap, so 5–10k descriptor probes a frame are two array indexings — the main thread ~0.5 ms/frame lighter at the same pin
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- with no WoW install the client boots to the login screen instead of panicking on frame one: three world systems demanded install-gated resources their own startup never inserts
- `WOW_DATA=` — set and empty — means there is no install, in any build; the cursor says "no client data" once instead of thirty-one times
- the per-frame `bevy_egui pass output has not been prepared` ERROR is gone: a gated context runs an empty pass itself, so the idle lane keeps its savings and the log stays silent
- ECS diagnostics name their system in a dev build — no more `<Enable the debug feature to see the name>` in a panic
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the paper doll and the character-select stage animate again: a staged rig is fenced off the world's frustum parker, which had been freezing every booth half a second after its bake
- the char-select plaza stops pulsing dark and bright after a geared relog: the off-world lane now carries its authored batch order, so a ground decal and the street under it stop swapping on a sort tie re-broken every frame
- the perf HUD goes on a diet: two small numbers and a bare arrow, drawn from a 4 Hz snapshot instead of the live meters
- a missing file in a player's addon manifest logs WARN, not ERROR — a broken third-party package is the addon's defect, not the client's
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>
- 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>
- the retained pass pays its churn debts: one shared texture-array pool with each layer encoded once, re-bakes that wait for a quiet window, killed placements leaving the draw runs — VRAM flat at 76 MB parked at Goldshire where it had climbed past 127, GPU 4.2 → 2.0 ms
- a building's furniture joins the pass in its own per-building region, so a prop's arrival never re-bakes the walls — submeshes 28,367 → 7,747 at the Stormwind gates, and Lower Blackrock Spire reads its first win, −0.37 ms
- WOW_STATIC_GX defaults on: negative at all four pins, −1.36 ms walking at Goldshire and −0.76 at the Stormwind gates; WOW_STATIC_GX=0 restores the entity path byte-for-byte
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>
- every run now merges the static world: never-fade doodads and interior props bake into per-cell blobs, −0.42 ms at the Stormwind gates and ~−0.2 at Goldshire; WOW_STATIC_MERGE=0 opts out
- the fading doodads stay individual — one translucent draw per cell depth-killed whatever feathered behind it, the lamppost popping in behind a Goldshire fence — and WOW_MERGE_FADERS=1 keeps the dev lane
- merged blobs sort at their own centre instead of the world origin, and their pipeline variants pre-warm so no blob compiles live mid-walk and steps the fade
- roaming converges on the parked shape: a quiet cell re-bakes its fragments into one blob, and a doodad straddling two tiles hands off to a loaded neighbour when its owner tile unloads
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 text write names its own label, so the per-frame measure sweep drains a short ledger instead of hashing every font string twice — ~0.3 ms a frame at the Stormwind gates, gone
- the idle interface tick stops re-writing settled state: buff durations and the weapon-enchant frame write only on change, and the fade and unit-popup drivers park until woken
- the interface extract skips a hidden region before cloning its row, not after
- WOW_UPLOAD_BUDGET=<MB> brackets the arrival burst's upload pacing — a lever for measuring world entry, not a fix yet
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Blackrock Mountain's lava bubbles animate at last: their sprite's flip-book channel was baked from a sequence they never play — UV and tint loops now bake per sequence, and a placement whose sequences disagree gets its own material
- a bonfire's logs were vanishing while its flame burned on: a body planted just under its own floor now claims the room above it, and the flame card and fire sound follow the body's cull instead of outliving it
- a WMO prop's animation host stops being cull-tested as an object in its own right
- WOW_TILE_RADIUS's doc now states its real default, 2, and why
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- UBRS's Rookery eggs hatch on approach now: the trap's despawn-anim packet was silently dropped and the entity freed the instant the destroy landed — the packet is parsed, and the reference's refcount pin holds the egg alive through its 2.7 s burst before it goes
- the AQ drakes' crawl is the server's doing: vmangos flies cyclic paths at walk speed, and the client's ride measures exact against the wire — the motion is inspectable now, down to a per-spline trace
- the chat bubble sits at the height 1.12 gives it: a latched constant from the model's stand box, replacing the posed-attachment anchor the RE just refuted
- the trigger-creature render gate folds back from the binary, byte citations corrected
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
- fidget vocals play through the reference's three gates byte-exact — the chance roll, the mute classes, the routing — replacing the interim guesses that shipped with the sound lane
- the owl's constant screech is a proven negative: the reference fires the wing-flap on every animation loop too, and a live count measured ours at exactly the authored rate — so the report stays open as an A/B question, not closed as a fix
- every fired animation event key can be traced now, the asking half of the sound instrument
- the worktree janitor names the dead claim it cannot reap instead of skipping it silently
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- gear and buff bonuses finally render green in the character sheet, tooltips naming the unbuffed base — the stat-split fields are int on the wire and were decoded as float, which rounded every bonus to zero
- the bear pet's aggro roar played 63 times in two minutes and stacked into a phasing growl; it now plays through the reference's per-unit voice channel, where a live bark drops the next
- the chat bubble stops jittering: its anchor lagged the body by a frame, and it now snaps to the device pixel grid like the nameplate under it
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- VSync is a player setting on the Graphics page now — 1.12's own gxVSync, persisted like every other CVar — instead of a dev-HUD checkbox
- the perf HUD collapses to one surface that says everything once, at a deliberate, governed width; the badge stops crying wolf
- the idle chat dock stops repainting itself every frame — the fade applier gets the gate the reference carries twice over, and hovering still reveals the hidden tabs
- the tick can name who spent it: per-handler self/total attribution at the one seam where every handler fires
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the shine's stars size by the screen diagonal instead of a frozen 4:3 constant, so a widescreen window stops blobbing them
- each button's shine wears its own authored geometry: the spell book's 36x36 model rect at 1.22 scale, not the pet bar's — and its autocast brackets reach the button's corners with the glow sharing their centre
- one deliberate deviation, recorded as such: the spell book's shine borrows the pet button's rim ratio, because the reference's own washes out there
- the perf HUD gains a pill that measures frame cost and its tail, and latches the spike that would otherwise scroll away
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the interface's layout graph is maintained as anchors change instead of rediscovered from scratch: 1.48 ms per mutated frame becomes 34 µs, and end to end a running cast now costs +0.14 ms where it cost +4.33
- the autocast shine draws its authored population — 1200 particles through the star's own projection, spinning as the model says
- the shine is clipped to its own widget: the model frame installs its rect as the viewport, so nothing it draws leaves the button
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
- 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>
- a single animating entry — the resting blink, a sweeping cooldown — now re-converts alone and stitches into last frame's interface quads instead of dragging the whole batch through conversion, and the staleness sweep stops allocating
- two physics levers measured and flipped: entity clusters and the pre-step transform propagation both default off, −0.28 and −0.40 ms at the Stormwind gates
- the per-frame hygiene basket: env lookups cached once, both mouseover walks filtered by archetype instead of touching every streamed object, ground-shade cards resolve to their nearest shaded root, the nameplate steady frame stops allocating and stops dirtying transforms
- new meters for what remains: an animation memo-sizing counter and a lever that prices the physics stack's rate
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the full bevy 0.19 / avian 0.7 / egui 0.35 port landed and rendered at visual parity, then profiling matched the lanes honestly: +5.5 ms against 0.18 in our scenes, priced to three named buckets — so it was reverted the same day, with the pins mapped for a future release
- back on 0.18 the client is faster than 0.18 ever ran here, keeping both performance days' wins
- what the hunt left behind: the material-animation scan visits only rows that can be registry keys, and a capture that settles on an all-black image now says EMPTY instead of grading it
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the resting player's blinking status glow was rebuilding the whole interface's batches every frame — a run whose bytes didn't move is no longer rewritten, worth 1.17 ms at Stormwind
- doodad skeletons collapse into the pose buffer and parked rigs skip the model pass; doodad and prop hulls weld into batched trimeshes
- the Update schedule runs on the single-threaded executor by default, measured faster than the multithreaded one for this frame
- a parked camera stops claiming to move every frame
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>
- every glue-screen string renders its colour markup — the addon tooltip included, which used to print its |cff… codes raw
- the addon list's scroll knob finally drags, on one shared slider law: press anywhere on the track and the knob warps under your cursor and follows, exactly as 1.12's slider behaves
- item effects survive the character sheet and dressing room again — a booth bake is premultiplied by construction and is no longer premultiplied twice, which had been erasing every glow hanging in the space beside the model
- the login one-shot announcements wait for the in-game UI to exist before they fire
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- text rasterizes every glyph at its exact on-screen size, on demand — the fixed size ladder and its rescale-after-snap are gone, the machinery that left names scrambled and lines off their baseline after a window resize
- the worldport ack now rides the load's completion the way the real client sends it, and the near-teleport echo stands alone as the whole handshake
- a floating combat number whose anchor leaves the screen is destroyed rather than dragged to the border, and a trailing line break ends its line instead of opening a new one
- entering the world, the loading cover provably presents before the UI builds behind it, holds the world's audio while it is up, and fails closed
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- a teleport between cities on one continent could release you before the destination had streamed in and drop you under the map — the residency publish now waits for the snap and names the tile its facts are about, so the loading screen provably holds until the ground is real
- nameplates stop jittering: plates of units you cannot see no longer shove the visible ones around, and the snap rides the correct pixel grid
- unit-name text takes its first fix — a string fits the width its own measure reported, and a re-bake reaches the screen
- books and plaques render through a real SimpleHTML widget inside a real ScrollFrame — strict parse, per-element fonts, block layout, and a scroll range measured from the whole subtree
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
- an addon's own texture files resolve from its folder, TGA included, and SetTexture answers 1 or nil the way the client does — custom icons and skins draw
- runtime SetParent re-levels a frame by the client's strata law, and the raise survives hide-and-show round-trips — AtlasLoot layers right
- an addon that unregisters an event mid-fire no longer robs the next addon of the same event — Bagnon's per-character database fills again
- the Model widget's clock truncates milliseconds like the client's, and the no-text cast-bar law is confirmed at the bytes and narrowed to the cast bar alone
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- dialogs carry the reference's toplevel bit, so the stack-split window opens above Bagnon instead of behind it
- the failure line fills its blank — "Requires Blacksmith Hammer", not "Requires" — and Opening casts stop printing a label the spell itself marks "no text"
- the pet bar's Attack/Follow/Stay tooltips name their keybinding, and typed text reaches the focused frame through the client's own delivery walk
- AtlasLoot parses again: our Lua keeps 5.0's compatibility semicolon
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- a real skill-up prints its line; the lines the client keeps silent — class specs, racials, mounts — stay silent, off the game's own flag
- the stack-split dialog draws whole: its plate fills the window
- the four bag-bar buttons speak the reference's names all the way down, so Bagnon's overrides catch them and the backpack button lights while its window is open
- regions anchor at creation — the client's implicit-anchor law replaces a pile of draw-time fallbacks
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- an addon error shows the red script-error dialog the reference shows, and a runaway load loop can no longer freeze world entry
- food and drink show stack counts from the first login, and a paladin's aura bar lights the aura that is actually on
- logging out no longer erases the character from saved-bag addons: the player's absence is no data
- MPQ patches are discovered the way the client discovers them, and a slow arrival holds in place instead of falling through the world
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- SetBinding accepts the mouse wheel — the refusal was ours, not the client's — so wheel-bound action buttons press and release like the real thing
- one addon load law: a single arbiter for "can this addon load, and why not", with the out-of-date version gate live
- one AddOns screen — the character-select list, wearing the authored reference layout: roster dropdown, per-character tri-state checkboxes, force-load; the ESC-menu panel is retired, since 1.12's own menu has no AddOns row
- the glyph atlas follows the window scale, so maximised text stops washing out and a title stops measuring wider than it draws; an unpositioned frame positions nothing, instead of landing at the screen origin
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- ReloadUI() tears the UI down and rebuilds it in place without leaving the world — the reference's own pair, one frame apart
- a model's particle clouds and ribbon trails are admitted by one rule — distance, far clip, frustum, window, room — and a building's light sources ride their rooms too, so torches stop lighting receivers through walls
- a mouse-wheel notch is a press and its release, dispatched in the same frame as the reference does
- the binding registry is checked against the install's own Bindings.xml and DefaultBindings.wtf, so its transcribed defaults cannot drift silently
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the in-game UI ends at the character screen and is rebuilt at the next login, so addons that read the character at file scope stop being frozen on whoever logged in first
- everything the host remembers about a UI is keyed on that VM's identity — keybinds, macro icons and every feed survive the rebuild instead of silently pushing nothing
- a ribbon trail rides the room its model is drawn by: Caverns of Time's ninety energy trails stop burning through 200 yards of rock
- the visibility census gains the sky and ribbon lanes it could not see, and the logout leak probe measures after the release instead of accusing every run
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- GetStringWidth answers the moment the text is set — the client's width law is a per-glyph table, no shaping pass — so Bagnon's character dropdown stops collapsing to 40 pixels
- a chat channel keeps its number when another channel leaves: Trade stays /2 through a teleport
- the login splash, the zone music and the minimap label wait for the world under the player instead of announcing whatever tile happened to be loaded
- ending a session empties the chat window and the input box's history
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the zone-channel walk waits for real ground under the player, so login stops joining and leaving channels for zones you were never in
- the channel session ends with the character: a character switch no longer replays the old channels into the new session
- emoting at yourself goes out untargeted — "You wave.", exactly as the client sends it
- a body that is not in the scene casts no shadow, names nothing and cannot be clicked; and being attached to a body is not the same as being allowed to move it
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the active mover is a marker on the body in your hands: a mind-controlled creature drives with its own speeds and turn rate, and your identity never follows it
- a control packet is about that body, not about you — a fear on the thing you drive no longer tears the possession down
- your own turn rate reads live mover state, so speed and turn auras it previously ignored now apply
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- a channel line renders in the channel family's color, not the grey notice row the client consults and throws away
- a text emote composes its sentence — gender and target picked from the game's own tables — so a /wave is a line in chat, not just an animation
- a FontString's `font=` resolves a font object by name and gates the whole block, `<Gradient>` tints the art it sits on, and buttons' state fonts read `font=` too — Bagnon's white boxes and bare stack counts are fixed
- the money frame sizes its coins from the digits themselves, so Bagnon's gold stops opening cramped
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the server picks the view and the mover independently — far sight moves the eye, client control moves the reins, and Mind Control sets both, which is why its camera works for free
- while you hold another body's reins your own stands still, so the server never smears your pose onto the creature you drive
- the Ornate Spyglass is a local 6x zoom, not a camera move — there was never a wire half to be missing
- the scene election fails closed: three classes of creature that escaped it are back under its verdict
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- lava and slime surfaces creep on the building path — the two liquid types the reference animates, and only those
- particle blend 1 is AlphaKey: the rock elemental throws tumbling chips instead of flat pale squares
- standing in a sealed room, outdoor creatures are never submitted to the scene at all — the reference's own election, not a hide
- an animation clip's arm frame fires no event keys, matching the client's walker rule frame for frame
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the terrain's impassable-chunk flag is parsed and fenced the way the binary fences it — all four sides, floored, rising only — so movement stops exactly where 1.12.1 stops
- a vertex normal authored as all zeros is legal content: the normalize is guarded, and the flat-black sleeves and skirts get their lighting back — a corpus sweep found 73 affected models nobody had filed
- Caverns of Time's asteroid belts turn: a rigid bone needs no rig
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
- an animated doodad is culled by its authored box, not its bind pose — the one-yard bird flying a 64-yard circuit stops vanishing with the camera angle — and the fix survives the engine's own bound recompute
- the logon proof answers the server's version challenge instead of sending zeros, so a strict realmd stops rejecting benilla as a modified client
- two instruments land: a frame-by-frame visibility trace for one model, and a probe that classifies whether a realmd enforces the version check
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>