Commit Graph
425 Commits
Author SHA1 Message Date
pkuzicandClaude Opus 5.5 c77eb5832a MONKEY (upstream-merge): Update ambiguity ceiling re-measured on the merged tree, 5,582 -> 5,488
Upstream lowered its own ceiling to 5,463; this branch's lanes add 25.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 22:27:38 +01:00
pkuzicandClaude Opus 5.5 89ad90a710 Merge upstream/main (samwhosung/benilla b17be271) into the graphics programme
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 21:28:31 +01:00
pkuzic 22cb4b1273 Merge gfx/leftovers (skybox flags 0x8/0x10, shaft water mask, shadow-caster warm, torch terrain census) into integration 2026-09-26 18:00:43 +01:00
pkuzicandClaude Opus 5.5 3e59cc126c MONKEY (fix-wind): visible foliage wind + Foliage Wind Strength slider
The owner's "wind does not work" was the motion being too small to see (WXL's
0.06 yd grass tips on a 6 s wave, 0.1 yd tree crowns). Retuned at the 9 yd/s
base speed:
- grass: tips about +-0.2-0.3 yd, 2.5 s main wave (182 cycles/wrap), 1.1 s
  cross flutter (410); 55 yd gust bands roll downwind (68), swelling the sway
  to 1.2x and lulling it to 0.55x; a bent tip dips (no stretched blades).
  Parting around units unchanged.
- trees/bushes: 4 s crown sway (114), 5.5 s side wave (82), 0.8 s leaf
  flutter (569); crown weight grows with height (0.43x at 1.5 yd, 1x at 6 yd,
  1.3x cap), so canopies sway about +-0.3 yd while bushes nod and bases stay
  planted.
- new cvar foliageWindStrength 0.25..3 (default 1, not on the preset ladder):
  Advanced Graphics slider under Foliage Wind (EN+RU label/tooltip), greyed
  while Foliage Wind is Off; carried in sway_strength, so the parting ignores
  it; a storm adds up to +60 % sway.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 17:53:32 +01:00
pkuzicandClaude Opus 5.5 8be58bde18 MONKEY (leftovers): warm the two sun-shadow proxy lanes in the menagerie
ShadowCasterMaterial and CutoutShadowCasterMaterial get one warm rig each (production attribute
sets, layers 0+31: the world camera mints the forward pipeline, a live sun rig's shadow views the
depth one). The cutout pair (MAY_DISCARD opaque + prepass) otherwise first compiles when the first
leaf card enters sun-rig reach, after the cover lifts. Fixes the failing
pipe_warm::menagerie::every_material_lane_has_a_warm_contributor census for real.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 16:51:30 +01:00
pkuzicandClaude Opus 5.5 bcd3150086 MONKEY (leftovers): sun shafts - skybox 0x8 forces them; the sky mask ignores depth-0 below the horizon
0x8: the sky's weight lifts the daylight fade so a low/just-set sun keeps full shafts.
Mask: water writes no depth, so the sea under the horizon read as sky and got a shaft lift
(Westfall sunset: up to 9.7 levels on the water, 0 above the horizon after). The mask pass now
binds the view uniform and keeps depth-0 only where the view ray is above -0.01 elevation.
Adds the leftovers-sea-sunset capture scenario.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 15:55:38 +01:00
Sam SungandClaude Opus 5.5 b17be2710f A repair the purse cannot cover is refused with the not-enough-money error, as in 1.12.1 (#443)
- A repair the purse cannot cover is refused as in 1.12.1: the not-enough-money error and its voice line, no repair sound, nothing sent; Repair All tests the worn gear alone
- Tidy three comments: the gift-wrap getter's reader, the repair-reset test's claim, the merchant module doc's width

Fixes #412

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 18:01:39 +07:00
Sam SungandClaude Opus 5.5 7c967eaf8d Repair costs and flight fares take 1.12.1's price discount: 10% at Honored, up to 10% more by honor rank at a PvP-flagged vendor (#439)
- Repair costs take the vendor's price discount, 10% off at Honored and up to 10% more by honor rank at a PvP-flagged vendor, rounded as 1.12.1 rounds them
- Flight map fares take the flight master's price discount, as 1.12.1 shows them, while an express flight still sends the full fare

Fixes #411
Fixes #434

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 17:20:10 +07:00
Sam SungandClaude Opus 5.5 2376fff914 Repair mode ends on a right mouse-down in the world and when a targeted spell arms, as in 1.12.1 (#435)
- Casting a targeted spell ends repair mode, as 1.12.1's targeting arm writes its cursor over Repair
- A right mouse-down on the world ends repair mode, as 1.12.1's WorldFrame hook resets the cursor to Point

Fixes #420
Fixes #422

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 16:23:36 +07:00
Sam SungandClaude Opus 5.5 e26e234d03 Right-clicking a bag or worn item puts a held item back first, as 1.12.1 clears the cursor before any use (#431)
- Right-clicking a bag or worn item puts a held item back first, as 1.12.1 clears the cursor before any use
- The bag frame's end-to-end test: a right-click with a held item puts it back, then uses the slot

Fixes #413
Fixes #421

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 15:25:41 +07:00
Sam SungandClaude Opus 5.5 12bba15345 Repair All greys out after a repair: its total is swept before the inventory event that refreshes the button (#426)
Fixes #417

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 15:09:32 +07:00
ab897f76d6 /dnd clears a standing AFK first, as every chat type but AFK does (#186)
- fix: clear a standing AFK when /dnd is sent
- The AFK clear runs once, ahead of the type arms, and a test drives /afk then /dnd through the real drain

Fixes #185

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
2026-09-26 14:51:49 +07:00
f8e0e6c702 The trainer's ability icon shows its spell tooltip on the first hover (#158)
- Fix trainer tooltip on first hover
- The spell-tooltip feed keeps its in-game gate, and a test holds it after the trainer feed

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
2026-09-26 14:41:33 +07:00
36b1c93fcd Repair mode: bag and worn-item clicks in 1.12.1's order, right-clicks clearing the cursor first (#378)
- fix: repair mode
- repair mode: a right-click puts a held payload back, then repairs the item
- repair clicks sound ITEM_REPAIR as they are sent, under the kit's no-duplicates gate
- the repair-all button is no longer driven from Rust
- repair mode: the click bindings' order, for every cursor payload
- worn-item repair clicks drain beside the bag's, in no system of their own

Fixes #147
Fixes #148

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
2026-09-26 13:42:44 +07:00
pkuzicandClaude Opus 5.5 5f78d55794 MONKEY (visualfix): volumetric fog density follows the rendered clock
The dawn/weather density curve read WorldTime, the server clock, which stays at its noon default
offline, so a manual or capture time never got the dawn mist. It now reads the rendered minute
through grading's rendered_minute (the same rule as ac9a1ef3). Baselines move: volfog-dawn is
mistier (MAE 8.5), volfog-night is unchanged (0.07).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 06:00:26 +01:00
pkuzicandClaude Opus 5.5 1895461d5c MONKEY (visualfix): volumetric haze meets the ocean at its surface, not the seabed
Water writes no depth, so the haze pass measured the seabed behind it, and water with no seabed
behind it (depth 0 below the horizon) read as sky and took no haze. The underwater slope of an
island drew a hard-edged wedge across the sea (water-ocean at High). With an ocean footprint in
reach and the eye above sea level, a point below sea level is now hazed at the ocean plane.
Samples past the cascade's far bound take the ray's mean covered visibility instead of 0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 05:05:55 +01:00
pkuzicandClaude Opus 5.5 86e1d6c43d MONKEY (perf): WOW_PERF_CROWD probe crowd; perf measurement notes in LIGHTING.md
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 04:01:34 +01:00
pkuzicandClaude Opus 5.5 d6f1cbe355 MONKEY (perf): FPS probe runs unfocused windows continuous; night probe scenarios
A probe window opens unfocused and WinitSettings::game() drives an unfocused
window at reactive 1/60 s, so every FPS_PROBE read ~16.7 ms whatever the scene
cost (Classic at 720p with 0.4 ms of GPU read 57 fps). Probes now run
Continuous in both modes. Adds perf-northshire-night / perf-abbey-night.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 04:01:33 +01:00
pkuzicandClaude Opus 5.5 8624de9550 MONKEY (integration): water-ocean-lodring capture scenario for the water LOD ring
Frames the Westfall sea from 30 yd up so the 64-80 yd fine/coarse ring crosses the frame
centre; used to verify the stitched LOD edges at WOW_WATER=2.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 03:56:02 +01:00
Sam SungandClaude Opus 5.5 d8bafacc42 The pet sheet test says where a pet's defense comes from (#396)
One test message corrected. A pet's combat-stats snapshot carries no defense pair, because `UnitDefense("pet")` computes the pet's level × 5 itself (`CGUnit_C` `0x613680`). The message added in #391 said benilla had no pet defense, which is wrong.

Verified: the `ui_pet_doll` tests pass.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 09:29:17 +07:00
Sam SungandClaude Opus 5.5 7a1d799cf7 Comments and strings: the passes' leftovers, and a region's template matched as one name (#391)
The comment and string passes' last leftovers, and one lookup made to match the reference.

**Comments that stated a wrong reference fact**, now stating the right one:
- A cast failure clears the GCD, and a failed cooldown-on-event spell also drops its parked record (`0x6e73cc`).
- `SetUnit` is `0x505d70`; `0x476cb0` is the component clone it reaches.
- Interior sound follows the character, where the listener sits, not the camera.
- Template inheritance re-runs `LoadXML` on the one object against each template (`0x76985c`), and reads `name` and `id` from the instance alone (`0x769770`).
- On the ghost-to-alive edge the reference clears its corpse cache and sends nothing (`0x5ee990`, `0x491f50`).
- The name cache has no high-bit miss. An empty-name answer evicts the record in the reference (`0x55f6f0`).
- The combat-log deferred queue (`0xc4e208`) waits only on an item name. A unit name never waits.
- A flying spline's segments are paced by curve length (`0x454320`, `0x453760`), not by chord length.
- A stop within 3 yd of its stop point keeps the arrow nocked (`0x6019e4`).
- A missile's sound id is at `CMissile+0x40`.
- A nil or unresolved `AssistUnit` token is a gap against `0xb8` ERR_GENERIC_NO_TARGET, not a deviation.

**Strings:**
- Test, log and tool messages lose leftover history wording and placeholder labels.
- The extractor's scan summaries describe the current tint and sequence-clock paths.
- The smoke script's failure text carries no private numbers.

**Line continuations:** twelve log, panic and assert strings get back the `\` continuations they had lost. Each printed a run of spaces mid-message. Fixes #106.

**One lookup:** a region's `inherits=` is looked up as one verbatim name, matched case-insensitively (`0x6ee6f0`, `_strnicmp` at `0x6ee747`), as `framexml::expand` already did for frames. The gate before it split on commas and matched case-sensitively, so a texture or font string whose `inherits=` spelled its template in another case never received the template. `a_region_takes_a_mis_cased_template` fails before this change and passes after.

**Tests:** the quest tests stop loading three FrameXML files that no quest file uses.

**In game:** nothing changes for the stock UI. Log lines read as one sentence, and an addon texture that names its template in another case now gets it.

Verified with `scripts/check.sh` on the changed crates, plus the loader and quest tests with the install present.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 08:57:47 +07:00
pkuzicandClaude Opus 5.5 ac9a1ef390 MONKEY (reviewfix-a): zone grading visible in captures; follows the rendered clock
Found by the first runtime capture of the grade: a capture has no avatar, so
CurrentArea stayed None and no zone was ever graded; and the day/night weight
read WorldTime (the server clock, noon offline), so a manual/capture night
graded with the day LUT. Adds CaptureCameraArea (area under the camera, only
under WOW_CAPTURE, never read by the area authority) and grades by the
rendered GameClock minute. LIGHTING.md notes the preset/capture changes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 02:25:15 +01:00
Sam SungandClaude Opus 5.5 4510a9b284 Quests print their chat lines: accepted, completed, experience, money and items (#390)
Quests printed no chat lines: no "Quest accepted: …", "… completed.", "Experience gained: …" or "Received …". Nothing raised the reference's quest messages.

Fixes #69.

- **Accept** (`0x5ddd80`): a quest-log slot watcher raises "Quest accepted: <title>" when a slot gains a quest, or keeps its quest and loses the fail bit (`0x5dde17`-`0x5dde34`); a slot that swaps quests says nothing. An uncached quest prints when its record arrives. The QUESTADDED sound now comes from that message row.
- **Turn-in** (`0x5dc400`), in order: "<title> completed." only when the quest has no follow-up in its chain; "Experience gained: N." when the XP is non-zero; "Received …" with the paid coins from the COPPER/SILVER/GOLD globals; then one "Received item: [link]." per fixed reward, and one for the chosen reward, which the client remembers from `GetQuestReward` (`0x50161a`) because the packet does not carry it (vmangos `Player.cpp:14500`).
- Every line comes from the install's strings. A line whose quest or item record is still in flight waits for it; an unknown record is dropped.
- The money line joins only the paid coins ("1 Gold, 5 Copper"). The reference's separator test prints "1 Gold, , 5 Copper" when the middle coin is zero, a quirk not copied.

Tests: six new tests across the quest log, the turn-in handler and the line queue; `scripts/check.sh` is green.

To see it: accept a quest from any giver and read "Quest accepted: <title>"; turn it in and read the completed, experience, money and item lines.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 07:42:53 +07:00
Sam SungandClaude Opus 5.5 622f8ce525 A ghost is dead to the attack check, the action bar, the cast ladder and the cursor (#389)
A ghost could swing, got a lit action bar, a sword cursor over enemies, and an Attack button that did not refuse. benilla tested death as health 0 only, and a released ghost has health 1.

Fixes #246. Fixes #248. Fixes #250. Fixes #251.

- **One predicate** (`0x605f30`): dead or ghost is health 0 or below, or a player with the `PLAYER_FLAGS` ghost bit `0x10`. It lives on the object fields and every site uses it: the attack check (`0x612e10`), the usable walk's first check (`0x6e3dad`), summon, trade and the death screen.
- **#248:** the cast ladder refuses a dead or ghost caster with `SPELL_FAILED_CASTER_DEAD` and sends nothing, unless the spell's `Attributes` has `0x800000` (`0x6e4c49`-`0x6e4c68`); the Attack action button takes it first ("You are dead").
- **#251:** the sword cursor also needs a live, unmounted, unpacified player in control (`0x482648`-`0x4826cb`). A right-click now decides attack from the reference's CanInteract/CanAttack fork (`0x60c18c`-`0x60c247`), not from the cursor kind, so a ghost right-clicking a hostile NPC with a service flag selects it and does nothing else, instead of opening its window.

Tests: seven tests, each with a ghost at health 1; `scripts/check.sh` is green.

To see it: release spirit. The action bar stays grey; Attack Target reads "Can't attack while dead."; hovering a hostile mob shows the pointer; right-clicking a hostile vendor selects it and opens nothing.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 07:23:28 +07:00
Sam SungandClaude Opus 5.5 632ab88572 Party and raid roster lines and the join chime follow the reference's two stores (#388)
Party and raid join and leave lines, and the join chime, follow the reference: it composes them from two stores, the party slots and the raid roster, where benilla ran one ungated diff over the whole member list.

Fixes #264. Fixes #268. Fixes #269. Fixes #270.

- **Party lines** (`0x5e6a40`): join lines print only onto a group already held (an occupied slot, `0x5e6afb`, or a raid roster, `0x5e6b29`); forming a group as leader prints one line, for the member the list names last (`0x5e6c94`-`0x5e6cc1`); a raid list prints no party member lines (`0x5e6c01`, `0x5e6cd1`).
- **Raid lines** (`0x4ba5f0`, `0x4ba550`): arrivals print only onto a held roster (`0x4ba725`), departures from `0x4ba7a0`; "You have joined a raid group" when none was held (`0x4ba83a`), and "You have left the raid group" when a non-raid list ends a held raid (`0x4ba55f`).
- **Ending the group**: the leave acknowledgement, `SMSG_GROUP_UNINVITE` and `SMSG_GROUP_DESTROYED` empty the party slots first (`0x4e84a0`), so the empty list that follows names nobody.
- **The chime** (`igPlayerInviteAccept`): queued when a member is seated into no held group (`0x5e6dc6`) or joins a held party (`0x5e6c24`); a raid arrival plays nothing.

Tests: eight new tests fail on the old composition and pass now; `scripts/check.sh` is green.

To see it (two or more characters): accept a party invite and hear the chime, with no "joins the party." lines for members already there; `/leave` prints only "You leave the group."; convert a party of four to a raid and party members see only "You have joined a raid group".

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 06:56:26 +07:00
Sam SungandClaude Opus 5.5 1f77007977 Floating combat text words each outcome as the reference's emitter does (#387)
Floating combat text picks the wrong outcome word for mitigated hits, partly mitigated spell hits, damage-over-time ticks and one spell-miss code. Each now follows the reference's own emitter.

Fixes #42. Fixes #43. Fixes #89. Fixes #349.

- **Melee partials (#42):** tested resist (`0x629efd`), then block (`0x629f15`), then absorb (`0x629f30`); benilla tested absorb first.
- **Direct spell hits (#43):** a landed hit words its first partial as `0x62cd80` does: `SPELL_RESISTED`, else `SPELL_BLOCKED` (carrying the blocked amount), else `SPELL_ABSORBED`, else `SPELL_DAMAGE`; a zero-damage hit tests absorbed, blocked, resisted. The wider cause: benilla applied the direct words to every `SMSG_SPELLNONMELEEDAMAGELOG`. The reference's handler (`0x5e85e0`) sends split damage to `SPLIT_DAMAGE` (`0x62de60`) and a periodic log, gated on `CombatLogPeriodicSpells` (`0x62d9ae`), to the periodic emitter; the text now routes the same three ways.
- **Damage ticks (#89):** a landed tick words `RESIST`, else `ABSORB`, else `DAMAGE` (`0x628100`: `0x628354`, `0x62836c`, `0x62837f`); a zero-damage tick words `SPELL_ABSORBED`, else `SPELL_RESISTED`.
- **Spell-miss codes (#349):** the jump table at `0x62be10` sends code 10, 1 and 12 and up to `SPELL_MISSED` (`0x62bdc3`), and code 0 fires nothing.

Tests: six tests in `combat_log/text.rs`; the two over existing functions fail on the old code, and the new routing is covered by three more. `scripts/check.sh` is green.

To see it (Floating Combat Text on, "Show Damage Reduction" on): a damage-over-time tick now scrolls as damage, "-N", and a partly resisted tick as "N (M resisted)"; a partly resisted spell hit reads "300 (100 resisted)" instead of "-300".

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 06:45:22 +07:00
pkuzicandClaude Opus 5.5 ddc001c849 MONKEY (reviewfix-a): cloud-review fixes — cvars, capture fixture, wind pin, post perf
- farclip High seed 777 declared in SEEDED_DEVIATIONS (owner: High is the
  default); test walks the seeded column against every reference row (#6)
- WOW_CAPTURE_CVARS=<file> replaces BENILLA_HOME as the capture cvar fixture (#13)
- label derivation skips session-owned rows, so an env lever no longer
  persists graphicsQuality/lightingQuality = Custom (#14)
- /console help strings: restored line continuations + a test (#15)
- WOW_FOLIAGE_WIND read only in a dev build under WOW_CAPTURE (#16)
- fog node skipped at volumetricFog 0 with no lamp; fog and SSAO uniforms
  persistent per view, written in prepare (#17)
- tests: every governed graphics row through its observer; OptionsFrame
  farclip slider tied to view::FARCLIP_RANGE

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 00:42:27 +01:00
Sam SungandClaude Opus 5.5 3df3303d0e Every loot close deselects a dead unit, and a selection change closes the loot on the old target (#379)
Closing a loot window left the looted corpse targeted, and changing target left the old corpse's loot window open.

Fixes #238. Fixes #71.

- **One close routine** (`0x48f200`): every close (CloseLoot, the last row or the coins taken, the server's release response, stepping away) runs the same routine, then deselects the source when it is a unit or player with health 0 or below (`0x48f34f`-`0x48f369`). Before, only the movement close asked, and it keyed on the loot type rather than health. A skinned corpse now loses the selection; a live pick-pocket target keeps it.
- **A selection change closes the old target's loot** (`0x4936cc` → `0x493910` → `0x493974`): Tab, Esc, a click-off or the target's death sends the release before the new selection. A chest window survives a Tab.
- Declaring the loot drain's order against the target update also clears about ninety older undeclared schedule pairs, so the ceiling follows down.

Tests: four new or extended tests fail with the behaviours stubbed out and pass now; `scripts/check.sh` is green.

To see it: kill a mob, loot it and close the window: the target frame clears. Loot a corpse and press Tab with the window open: the window closes and the next mob is targeted.

One wire difference stays and is documented at the seam: when Tab closes a window on a dead target, the reference also sends a `CMSG_SET_SELECTION` of 0 before the new selection (`0x493a2a`). The server ends in the same state.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 06:15:14 +07:00
pkuzicandClaude Opus 5.5 4db69f6b53 MONKEY (reviewfix-a): SSAO normal cannot go NaN on isolated pixels against the sky
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 23:27:18 +01:00
pkuzicandClaude Opus 5.5 b50a66fefb MONKEY (reviewfix-a): WarcraftXL credits — standard header on grading, sky_fx row, layer.rs module credit
The grading port carries the same attribution header as the other WarcraftXL
ports (used with the author's permission, attribution required).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 23:27:02 +01:00
pkuzicandClaude Opus 5.5 b234b51dc9 MONKEY (reviewfix-a): merge graphics-programme-polish
Conflicts: sun_shafts prepare keeps the integration warm loop on the polish
format-only blur key (mask pipelines are queued at init); sky_fx keeps the
clock ordered before LightingConsumeSet plus the polish clock buffer.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 23:25:28 +01:00
pkuzicandClaude Opus 5.5 f7715c80af MONKEY (followups): reduce SSAO grain on alpha-tested foliage
STAGE_AO flags a two-sided depth spike (the smaller one-sided step two pixels out, capped by the
second difference: ~0 on planes, grazing planes, silhouettes and contact creases) and stores the
smoothness in alpha. STAGE_BLUR turns the spike density of its 4x4 window into a foliage mask,
widens the depth tolerance there (up to 11x) and scales the occlusion by 1 - 0.4 * mask. Smooth
windows are unchanged. WOW_AO_DEBUG=5 shows the mask. LIGHTING.md documents this and the two
earlier followups fixes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 22:02:01 +01:00
pkuzicandClaude Opus 5.5 14578ea26b MONKEY (followups): re-apply the saved presets to rows missing from config
On load, Cvars::reapply_saved_presets writes the saved graphicsQuality rung (and the saved
lightingQuality rung, else the Graphics rung's) over every governed row the file does not carry,
so a row registered after the save follows the preset instead of its registered default. Rows the
file carries and session-owned rows stay; Custom writes nothing. Tests for both ladders.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 21:53:25 +01:00
pkuzicandClaude Opus 5.5 e970cedcf2 MONKEY (followups): refresh the streamed shadow cache without volumetric fog
The static world caster rebuilds only on 16 yd of camera drift. The refresh that invalidates it
when streamed geometry arrives lived in the volumetric-fog plugin and was gated on that cvar, so
with volumetricFog 0 a standing camera never picked up trees and doodads that streamed in late.
The refresh now lives in world_shadow.rs and is gated on worldShadows only (Classic unaffected).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 21:53:25 +01:00
Sam SungandClaude Opus 5.5 73ec78c480 SendChatMessage sends a numbered channel's name, not its number (#377)
Typing into a numbered channel (`/1 hello`, or a line under a "[2. Trade]" header) sent nothing: the channel number went to the wire as the channel's name, so the server found no channel called "2".

Fixes #222.

- `SendChatMessage` reads a CHANNEL target the way 1.12.1 does (`0x49f4d9`-`0x49f4ea`): `SStrToInt` on the text, then the by-number slot getter (`0x49be50`), and the packet carries that slot's name (`0x49f70b`). A number that names no joined slot sends nothing, before the AFK clear and the tutorial acknowledge. There is no by-name leg, so an addon that passes a channel name sends nothing, as in 1.12.1.
- The binding keeps the target as Lua's `tostring` gives it, so 2.7 reads 2 instead of rounding to 3. `LeaveChannelByName` shares the parse and the getter.
- The send drains run before the zone-channel walk, so a `/N` resolves against the roster the script read the same frame.

Test: `a_channel_send_carries_the_numbered_slots_name` runs the real drain over a slot roster. It failed before (the wire target was "2") and passes now; holes, suspended slots, names and missing targets send nothing.

To see it: two characters of one faction in the same zone, both in General. On the first, `/1 hello`: the second now sees it.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 02:46:13 +07:00
Sam SungandClaude Opus 5.5 de0fa568d7 A stale useUiScale comment, and a usage line for doc-links.py (#376)
Two small fixes.

- `OptionsFrame.xml`: the comment on the missing Use UI Scale checkbox said benilla has no `useUiScale`. It is registered at "0" and never read, which is why the UI scale always applies.
- `scripts/doc-links.py`: `--help` and `-h` print the usage in the module doc instead of running the full `cargo doc` pass.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 02:38:27 +07:00
pkuzicandClaude Opus 5.5 6bf7c409a2 MONKEY (integration): merge graphics-programme-presets
Graphics Preset ladder + Render Distance (farclip ceiling 1497). Conflict in
options_tests: the Advanced page now has 33 rows (preset + render distance lead,
then the 31 programme rows). The three round-3 rows join the ladder:
ambientOcclusion 0/0/1/2/2, zoneSkyboxes 0/0/1/1/1, lampFog 0/0/1/2/2
(Classic/Low/Medium/High/Ultra); the preset tooltip names them (EN+RU).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 19:52:52 +01:00
Claude 7d2f55a014 MONKEY (polish): crossfade colour grading across zone borders
The grade snapped to the new zone's LUT pair on the frame `CurrentArea`
changed. `GradeBlend` now holds the current and previous pairs and fades
between them over GRADE_FADE_S = 2 s: the view binds a second day/night
pair (bindings 6, 7; identity when there is none) and `control.z` is the
current pair's weight, `control.w` the previous pair's strength. The shader
runs the previous pair through the same day/night blend at its own
strength and mixes, only while z < 1. A zone with no row fades to identity
(strength 0) instead of cutting; stepping back across the border mid-fade
reverses the fade from the image on screen. The first graded zone after
login, and a disabled grade, snap. Missing LUTs still bind the identity cube.

Verified: cargo test -p benilla-app --lib post:: (4 passed, including the
new zone_change_crossfades_and_a_quick_return_reverses); grading.wgsl
composes and validates under naga_oil 0.20 / naga 27 offline. No GPU or
WoW data here; built on Linux only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y6yUWgPosSakvL23gtgvpH
2026-09-25 18:38:38 +00:00
pkuzicandClaude Opus 5.5 810cc56df6 MONKEY (integration): RU torch-terrain tooltip newline; RenderSubmesh.stage1 in the billboard-card test
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 19:28:49 +01:00
pkuzicandClaude Opus 5.5 552a0b61c6 MONKEY (integration): fix the programme's test failures (warm names, shader embed, dev door, CRLF/path-separator test bugs, float compare, tooltip newlines) and declare the missing system orders
- ssao.wgsl registered in shaders::plugin and loaded by its embedded path
- wind/wetness/fog-model MonkeyFrame writers ordered; viewer publish before its readers;
  sky clock + sky tier before LightingConsumeSet; zone skybox chain joins the consume set;
  grass benders read GlobalTransform
- ambiguity ceiling re-measured with the reason (MatAnimTable allocator + exclusive-system pairs)
- verb_event_gate: Windows separators; AddSkillUp/RemoveSkillUp GAP rows
- ui_session portrait test: CRLF checkout
- spell envelope fuse assertion: f32 tolerance
- daylightWindowSplit tooltip: escaped \n (raw line breaks broke the Lua chunk)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 19:09:34 +01:00
Sam SungandClaude Opus 5.5 4f8350c9ed String literals and test names in benilla-app carry no record numbers (#368)
The strings pass for `benilla-app`, the last crate: string literals and test names lose the private record numbers and the workspace's words that a comment pass cannot touch.

Fixes #92. Fixes #36.

- **Messages.** About 230 assertion, panic, `expect` and log messages, printed tool labels, and comments inside embedded Lua fixtures drop their record numbers; the eight that named "the director" keep their fact in plain words. Stale claims in a few messages are corrected on the way (a cast-bar step, a font line, the every-shot recompute).
- **Names.** Seven test and helper names that carried a record number or "director" now say what they check. `git grep` found no other use of any of them.
- **Player files.** The key-bindings file's header and `config.toml`'s header each lose a record citation. Neither header is compared when the file is read back: the bindings reader skips every `#` line, and `config.toml`'s header is a TOML comment.
- **Fixtures.** Test fixtures use neutral character, account and frame names.
- **#36.** The quest-material test labels GameObject type 10 GOOBER (in 1.12, 3 is CHEST, 9 TEXT, 10 GOOBER); the code under test was already right, and the comments were fixed with the comment pass.
- **Verification.** With comments stripped and every literal's contents masked, each file is identical to main and keeps its literals' line counts, apart from the renamed functions and one rustfmt reflow. `cargo fmt --check` is clean.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 01:06:28 +07:00
Claude c7f91ef62c MONKEY (presets): Graphics Preset ladder and Render Distance row
Advanced Graphics gains a Graphics Preset row (cvar graphicsQuality:
Classic / Low / Medium / High / Ultra / Custom) and a Render Distance slider
on farclip (177..1497, same cvar as Graphics' Terrain Distance). The ladder is
GRAPHICS_PRESETS in cvars.rs, one line per governed row with a column per
rung; lightingQuality is itself a row, so the lighting ladder's members follow
it. The lighting ladder gains an Ultra rung (4096 sun map, 16/8 torch maps,
High water, High volumetric fog). The label is re-derived every frame beside
lightingQuality, so editing a governed row shows Custom.

A player whose config.toml names no graphicsQuality is seeded to High at
startup over the rows the file does not carry; captures, tests and malformed
files never seed, and the rows keep their per-lane registered defaults. The
page's Defaults lands on High too. ambientOcclusion, zoneSkyboxes and lampFog
are commented one-line TODO rows until their cvars land.

Verified: cargo test -p benilla-app --lib -- options cvars preset (136
passed, incl. 7 new preset tests); full benilla-app lib: 3722 passed, 5
pre-existing failures unrelated to this change (spell envelope float, schedule
ambiguity ceiling, pipe_warm fog/shaft/shadow lanes, dev-plane cfg). The
options UI tests need WoW data and were skipped; no captures (no install in
the cloud). Built on Linux only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Toc8dZYuTKW1JWBFbMb5S1
2026-09-25 18:00:24 +00:00
Claude 78d7e94433 MONKEY (polish): per-view post uniforms written at prepare, not allocated per frame
Colour grading and sun shafts built a fresh `UniformBuffer` (a new GPU buffer)
inside their render-graph node every frame. Each view now owns one small
UNIFORM | COPY_DST buffer, created the first frame the effect is on and
rewritten in place with `RenderQueue::write_buffer` in
`RenderSystems::PrepareResources`, the same shape as bloom's prepare-time
uniform. The node only binds it. The pass still gates on the extracted view
component, so the kept buffer never runs a disabled pass.

Verified: cargo check -p benilla-app; rustfmt clean on both files. No GPU
here; built on Linux only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y6yUWgPosSakvL23gtgvpH
2026-09-25 17:46:00 +00:00
Claude 42635eeeff MONKEY (polish): sun shafts march a half-resolution sky mask
The radial blur read the scene depth 28 times per full-resolution pixel. A
new mask pre-pass (`fs_mask`, R8Unorm at ceil(w/2) x ceil(h/2)) loads the
depth once per half-res texel and thresholds it with the same sky test
(depth <= 1e-7 on infinite reverse-Z); the blur then takes 28 clamp-to-edge
bilinear taps of the mask. Only the mask stage is MSAA-specialised (single
and multisampled depth layouts, one pipeline each); the blur pipeline is
keyed by the target format alone.

Verified: cargo check -p benilla; all four WGSL variants (blur, blur +
MULTISAMPLED, SHAFT_MASK, SHAFT_MASK + MULTISAMPLED) compose and validate
under naga_oil 0.20 / naga 27 offline. No GPU or WoW data in this
environment, so the image is not captured; built on Linux only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y6yUWgPosSakvL23gtgvpH
2026-09-25 17:42:29 +00:00
Sam SungandClaude Opus 5.5 1d1f0a2c03 Comments in benilla-app, the glue screens, harness, settings and the rest: one line of fact each, no history, no record numbers (#365)
Part of #41: the last of five `benilla-app` pieces. This one is everything the others did not cover: the addon harness, the settings registry, the glue screens (login, realm list, character select and create), key bindings, the minimap, nameplates, the loading screen, transports, the performance instruments, the smaller modules, the integration tests, and the UI asset files (`OptionsFrame.xml`, `benilla.toc` and the rest). Their comments are rewritten to the rule in `docs/METHOD.md`, which is what the code does and the reference fact behind it, in a line. 27,351 comment lines become 11,010.

Fixes #33. Fixes #103.

- **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:
  - The weapon trail's emissive is 0 (`0x70ca30`): the trail is a type-5 render record, so its ambient-only light term is exact.
  - The camera-style dropdown writes "1", "2", "0" (`UIOptionsFrame.lua:525,536,547`); several register-site addresses in the settings table are corrected.
  - The graphics settings are held until `RestartGx`, as in 1.12; `Fonts.xml`'s early load no longer carries a false reason.
  - vmangos sends a player-name invalidation after a rename (`CharacterHandler.cpp:839`), and the cinematic camera's announce packet has an empty handler there (`MiscHandler.cpp:919`).
  - Stock FrameXML and GlueXML line citations are checked against the stock 1.12 files, and vmangos line citations against the pinned revision.
- **Deviation labels.** "Deviation:" now marks only a choice with its recorded reason. Declining to copy a reference defect is stated plainly, and so is an unbuilt behaviour or an untraced one.
- **Verification.** Every file strips to identical code, apart from test literals in `login/`, `death/` and `ui_script/death_tests.rs` that now use placeholder account and character names, and `cargo fmt --check` is clean. Six second readers compared every file old against new, restored the facts the rewrite had dropped, and checked each new citation against the code, the stock files, vmangos and the reference.

A second commit corrects one comment in `benilla-ui` (`unit_is_grey`: the reference's exclusion is players only). A third lowers `ui_script_wall`'s ceiling from 45 to 40: five gameplay files named `UiScript` only in comments the rewrite removed, and the ratchet asks for the number to follow.

Behaviour differences the rewrite surfaced are filed as their own issues (#339 to #353 among them). 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>
2026-09-26 00:27:56 +07:00
pkuzicandClaude Opus 5.5 2f68d4c4e6 MONKEY (integration): merge gfx/skybox
Zone Skyboxes row moved to the end of the Advanced Graphics page and added to
OPTIONS_PAGE_ROWS (the lane had left it out of the list).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 18:08:23 +01:00
pkuzicandClaude Opus 5.5 3816d5c47a MONKEY (integration): Advanced Graphics row for daylightWindowSplit (EN+RU)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 18:06:45 +01:00
pkuzicandClaude Opus 5.5 34f754c5a9 MONKEY (integration): warm the shafts, fog and AO pipelines on every 3-D view
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 18:06:45 +01:00
pkuzicandClaude Opus 5.5 eefd0037db MONKEY (integration): capture-only knobs ask run_mode::dev_affordances (one dev door)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 18:06:45 +01:00
pkuzicandClaude Opus 5.5 22d75ea613 MONKEY (skybox): second texture stage for two-texture skybox batches
RenderSubmesh carries stage 1 (texture, UV set, transform, Mod/Mod2x) for
textureCount 2 batches; M2Vertex reads UV1. WowModelExt gains a stage1
uniform + texture binding 94/95 and the WOW_STAGE1 shader def, so every
one-texture batch compiles the old code. The skybox lane binds stage 1 on
its own material copies and drives its transform rows.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 17:50:38 +01:00