- every build off macOS has been silent since the 09-02 snapshot (B356): the non-macOS device layer was a stub that opened nothing, and nothing had ever compiled the client for another target; that layer is now the same output stream over cpal — one seam, not two stacks: the ring, the render thread and the rebuild-on-device-change loop are one code on every platform, only the device file differs; the audio thread never allocates, a lost or changed default device is noticed at kira's own cadence, and realtime is `SCHED_FIFO` on unix and MMCSS "Pro Audio" on Windows, either refusable, the ring turning a refusal into a degradation; and the two instruments this bug says were missing exist — a Linux and Windows cross-compile under `clippy -D warnings`, and a live output test that opens the real device and asserts the ring never ran dry, because compiling is not sounding (1920)
- an emote that requires standing still now refuses on the move: `CheckEmoteEligible`'s `0x4000` arm writes an out-param that `DoEmote` turns into a red "You can't do that while moving!" and aborts; 20 emotes of 78 can raise the line, read off the shipped `Emotes.dbc`; SWIMMING is not in the mask, so a swimmer holding still emotes fine, and `IsSelfControlled` is TRUE for an ordinary player, so a feared or confused player emotes away happily (1904); and the cast path gains its equipped-item rung — the button greyed and pressing it still sent: the reference short-circuits to "fits" on four gates, not one, the miss being a zero `EquippedItemSubClassMask`, which means no item required at all, and the rung sits above the crowd-control validator, so a player both stunned and missing the weapon is told about the weapon; that ladder has six arms, not three — CHARMED, FLEEING and CONFUSED join (1925)
- the quest reward's money is the reference's own widget: the tail of the shared `QuestFrameItems_Update` drives `questState.."MoneyFrame"` through `MoneyFrame_Update`, and the two hand-built coin trios become one `MoneyFrameTemplate` instance each at the reference's anchors, which our coins already used; the progress panel stays on coins, being the required-money flow, not the reward one (1928); and the flight master's `!` joins the questgiver sweep, because the green `!` and the gold `!` are the SAME slot, `unit+0xb2c`, torn down once before both queries re-issue; the mouseover re-ask is refuted — the only taxi-status sender has one live caller — and the two queries are not symmetric: the questgiver's goes out on every sweep, the taxi one only when the unit's key moves or on a full sweep, as the wire shows at Dungar Longdrink: 68 questgiver status queries against 1 taxi-node one (1918)
- `GetSpellTabInfo` out of range answers `nil, nil, 0, 0` — the reference returns four values on every path that returns (`0x4b3ce0`), and ours answered a single nil copied from another binding's shape; it matters because stock `SpellBookFrame_OnLoad` calls it unconditionally and then does `id > (offset + numSpells)`, which a nil raises on and (0+0) makes true, hiding every button on the page — the behaviour to match; the argument raises the reference's usage string when absent, and the index truncates toward zero THEN decrements (1931); the perf probe gains a `WOW_PROBE_UNCAP=vsync` arm, because the uncapped present mode is a request, not a schedule — measured, it taxes the number it was meant to pin (11.80 `cpu_ms` uncapped against 14.65 under it), so the default stays uncapped; and the last three test temp paths are keyed on the pid, after concurrent runs raced on one fixed shared file
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
- a bot floating a body-height above the ground in mid-stride (B357): cmangos's Playerbots moves its bots as Player objects under `SMSG_MONSTER_MOVE`, and our ground clamp skipped anything that was not a Unit, so a splined Player kept the wire Z verbatim — and a spline is a straight chord, which over a hollow leaves the body in the air; kind is not a question the reference asks (`0x616620` runs every registered mover once per frame, reading only its own flag word), so one rule grounds every Unit plus a Player from the moment a server spline first moves it, never the body we steer; and a re-sent identical wire pose no longer leaves a unit floating (1921); the body we STEER is a mover too — the reference hands a ride's spline displacement to the same vertical-zeroing step as walking, so the spline owns XY and facing and the ground owns Z, closing a +0.47 yd gap at mid-chord on an Elwynn slope, endpoint included (1927)
- the client refuses a stunned, silenced or pacified cast itself, in the requirement validator `0x6094f0` whose mounted and moving legs we already model, before any packet — and the three arms are not symmetric: STUNNED refuses everything, SILENCED and PACIFIED run only where `Spell.dbc PreventionType` declares them, so a silence stops casts and leaves melee abilities alone and a pacify does the reverse; the leg sits above the mounted block and below the equipped-item requirement, so stunned and missing the weapon you are told about the weapon; `PreventionType` is column 165, Auto Shot alone telling it from its look-alike neighbour; the preflight banner splits movement blockers from ability blockers, since a disarm or a pacify touches no movement gate; and the refusal sink is an explicit parameter rather than a ladder field, because a resource reachable twice from one system panics on the first live frame (1903)
- a disarm greys what needs the hidden hand: the spell equipped-item test is `0x5f0c50`, walking all 23 equipment slots, rejecting a deprecated or genuinely broken item, and taking its slot mask from `AttributesEx3` (main-hand-only, off-hand-only, else every slot) — DISARMED strips the hidden hand's bit out of that mask, so a main-hand-only ability whose one allowed hand is the one the disarm took has an empty mask and dies, Heroic Strike greyed with its tooltip line red; using a worn weapon while disarmed answers `ERR_CANT_USE_DISARMED`, the client's own refusal at rung 15 of the item-use ladder's 20, above the bind-confirm arm and never a bag click (1903); and two stale claims go — `UNIT_FLAG_STUNNED` no longer says the idle selectors bail on it (0889 had refuted that at the bytes), and the charter's `ShowPetition` arm is rung #9 of that same ladder, read rather than reasoned
- `UpdateSpells()` is twelve bytes and all of them are the event: it ends in a jump into the event signal with 0x104 = `SPELLS_CHANGED` in hand, whose repaint is FrameXML's alone, so a no-op would not have been faithful and our own repainting stand-in was wrong in both directions at once; it fires synchronously as the reference's does, at the cost of a fire-path refactor rather than a next-tick queue; `PlayerHasSpells()` is a hard-coded 1, no branch, no store read, pinned to answer 1 on an empty spellbook, where a plausible implementation diverges silently (1924); and three integration harnesses loaded every document against an empty base, so a self-sourcing chain file loaded as an empty shell with every handler missing — none of their lists could fail, so the fix lands with a guard watched failing first, `FadingFrame.xml`, one relative script reference and nothing else (1923)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
- every ranked list now states what it dropped and `--deep` reads the whole tail — a silent top-16 over 1,946 rows had already produced one wrong "nothing left" conclusion
- the backpack and equipped gear take their seats beside the spellbook, and a rankless spell's rank comes back "" rather than nil
- a FontString answers the full Region method map as one set — a text region's GetParent works — and RaidWarningFrame and PanelTemplates_Tab_OnClick arrive for the addons that name them
- SetRaidTargetIconTexture lands: the half of a raid mark an addon draws with
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- ctrl-click an item to try it on: the dressing room dresses your double, and shift-click posts the item link to chat
- the pet tab lands in the character window: paper doll stats, family and diet, the right-click menu, and dropping food on the pet feeds it
- water-only spells refuse on dry land: aquatic form gates to swimming, client-side like the real one
- the macro icon picker's white squares get their art back, and option rows explain themselves on hover
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the spellbook's pet tab lists what the pet knows, with autocast toggled right on the page
- pet ability cooldowns sweep on the pet bar, and the bar binds to 1.12's Secondary Action Button keys
- the options window scrolls its pages in a real trough with seated arrows, nothing overflows the frame anymore
- Esc un-queues a queued strike, and a hostile unit's frame stops showing buffs the real client hides
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- a hunter's or warlock's pet has its action bar now: attack, follow, stay, the pet's own spells with cooldowns and autocast sparkles
- the macro system lands: the macro window, the icon chooser, /cast and /macro, and macros dragged onto the action bar
- hunter shots look right at last: the bow draws and releases on the shot, and the arrow lays a spark trail its whole flight
- the options window re-dresses in 1.12's own art with the classic dialog look, and gets a working search box and clickable steppers
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the spellbook draws the cooldown pie on a spell that's cooling down, and the active form's slot lights its checked ring
- shader variants warm at startup (with a tripwire if one ever compiles live), so a first cast no longer hitches on shader compile
- additive glow stacks clamp the way the original scene does, taming Frost Nova's blown-out mist, and shoulder cards split only at rigidly separable bones
- the login handshake now reads the same under both SRP encodings, and cooldown events no longer race the net step
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- ground-targeted spells work end to end: press the button, get the targeting cursor, click the ground, and the cast ships on the wire the way the real client sends it
- a reticle sized to the spell's real radius rides the cursor, and on the click the storm model, falling shards and area sound all land at the point
- character screens: a newly created character comes back selected on the list, and the authored layout scales to small windows instead of clipping the bottom controls off
- blob shadows ride their receiver's clip transform and the raster bias that kept them faint is measured and fixed
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- The social window: friends, ignore and `/who`, in the reference's own two-level
arrangement with its inner tabs and per-row right-click menus. The lists ride the
real wire — guid-keyed with no names, resolved through the name cache, and capped
at 50 friends / 25 ignores because those are the client's own caps — and the
ignore list does its actual job: an ignored speaker's chat is dropped silently, a
whisper additionally tells the sender, and a duel challenge is auto-declined.
Guild ships as a disabled tab, which is what a guildless character sees.
- The escape menu: ESC's last rung finally opens something. The game menu lands at
the reference's own size and ladder, and leaving works — logout and quit with the
server owning the clock (instant at an inn, refused in combat, or the 20-second
countdown), narrated by the real camp/quit dialogs. While the menu holds the
center nothing else opens, and the bag bar greys out under it.
- Items on the action bar act like items. An equipped trinket was a dead button;
the reference's use law is two stages — not equippable means use, equippable and
already worn means use in place — over its exact search order (equipment first,
then the bags, then the backpack, then the keyring; never the bank). What can go
on the bar is now the reference's own two filters, byte-read: an item with an
on-use spell or one you can equip, and no passive spells — and dropping a passive
there speaks the real client's own line, "You can't put a passive ability in the
action bar."
- A quest-starter item opens its quest instead of "The item was not found." The
question goes to the item's own guid, never through item-use — which the server
refuses for every one of the 215 quest-starter items — and refusing the quest
says what the client says, then closes the window.
- For the toolbox: a pixel pick that reports everything under the cursor all the
way back, a lens that says which render phase a draw landed in, and switches that
separate "discarded" from "lost depth" from "never drawn" — built while cornering
a flickering tent, whose fix ships in the next snapshot.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>