Commit Graph
13 Commits
Author SHA1 Message Date
gromandClaude Opus 5 81d96af35d Everwood: the HD/OctoWoW line of benilla, imported onto upstream
This checkout had no git history at all, so this one commit carries the whole
of the Everwood work as a single import on top of chairmanpow/benilla-octo's
`main` (706cd71). The two trees have genuinely diverged — each has files the
other does not — so this is a fork point, not a catch-up.

Today's work, which is the reason a baseline exists at all:

- Booth previews no longer cast world shadows (`NO_BOOTH_SHADOW`). Portrait
  characters were entering the sun's shadow cascades, so every skinned-rig
  shadow specialization compiled live mid-frame; the hitch detector logged
  "main thread blocked 1316 ms" beside a `compiled LIVE` warning. This was
  the Fashion/Tmog stutter.
- Per-pane dress-up: each `DressUpModel` pane assembles and stages its own
  tried-on look instead of every pane mirroring the live player.
- Item template cache is append-only JSONL written on the IO pool, replacing
  an 11.6 MB whole-map JSON rewrite on the main thread every 10 s.
- `WOW_SYSTEM_TIMING` rebuilt per-thread: it took 2 mutexes per system enter
  and 4 per exit, costing 15 ms a frame (590 fps -> 60) and corrupting the
  measurements it was taken to produce.
- The visibility-churn sweep moved to its own `WOW_FLASH_CHURN` switch, so a
  frame-cost reading no longer pays 2.7 ms a frame for it.

Local state (`benilla-config/`, `logs/`, `target/`) is excluded by the
existing .gitignore; the account credential it holds is not in this commit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
2026-10-15 15:01:14 -06:00
pkuzic f545081e9f MONKEY (planar water): planar replaces screen-space reflections - the Water Reflections option is gone
Owner: planar is cheap enough (~1 ms CPU, GPU about even) to replace SSR outright. High water
always reflects with the planar mirror; the waterReflections cvar, its preset rows, the options
row (EN/RU) and the debug knob are removed. The screen-space march stays only as the mirror's
fallback for water at another height than the mirror plane; WOW_WATER_REFLECT=0 remains a dev
A/B switch.
2026-10-09 19:06:59 +01:00
pkuzic 8279d3b92d MONKEY (planar water): SSR stretch fixed; planar water reflections (Water Reflections: Screen Space / Planar)
SSR: the march accepted rays up to 2 + 0.1*dist yd behind the scene depth and returned the
bisected pixel unchecked, so rays passing BEHIND a thin dock deck converged on its front
silhouette - a vertical smear. After bisection a hit may now sit at most
0.25 + 1.5%*dist + the last interval behind; deeper = passing behind an occluder, march on.

Planar: liquid/mirror.rs (WaterMirrorPlugin) renders a half-res mirrored camera (oblique
near plane at the water) before the world camera into binding 107; no water, no sun
shadows, no post. The plane is voted by a 7x6 ray fan with hysteresis; water off that
plane fades back to SSR. Cost ~+1 ms CPU, GPU about even (SSR march skipped) -> its own
cvar waterReflections (0 Screen Space / 1 Planar, EN+RU option row), on for High/Ultra.
The High preset (= registered defaults) now carries High water (waterQuality 2); Low and
Medium keep Enhanced. Classic and Enhanced captures byte-identical.
2026-10-09 17:34:52 +01:00
pkuzicandClaude Opus 5.5 d26898a3e8 MONKEY (visualfix): whitecaps break in scattered short runs, not a lattice
The fold mask came from the two long wave bands only, which cross in a regular diamond lattice:
every crest broke into the same elongated patch. The mask adds the next two bands' compression,
a slow domain-warped gust field moves the break threshold and calms patches, and ~6 yd warped
segments break each crest into short runs. Geometry is unchanged; crest foam stays on steep waves.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 06:00:26 +01:00
pkuzicandGPT-5.6 Sol (Codex) 5ffdc828c8 Merge gfx/post into integration
Preserve p0 fog and MonkeyFrame hooks, water's row-view ABI, and the post lane's emissive, bloom, sun-shaft, grading, cvar, and options work.

Co-Authored-By: GPT-5.6 Sol (Codex)
2026-09-25 08:01:24 +01:00
pkuzicandClaude Opus 5.5 f56d5309e2 Merge gfx/water into integration
enhanced_water.wgsl keeps the water lane's row view of the shared light buffer (fixes the WGSL
composer failure); the p0 fog hook reads the MonkeyFrame block through water_monkey() (row 533).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 07:53:11 +01:00
pkuzicandGPT-5.6 Sol (Codex) e98a2201dd MONKEY (water): refine nearby liquid meshes
Co-Authored-By: GPT-5.6 Sol (Codex)
2026-09-25 06:12:57 +01:00
pkuzicandGPT-5.6 Sol (Codex) ccd9f42dab MONKEY (water): add Gerstner crest whitecaps
Co-Authored-By: GPT-5.6 Sol (Codex)
2026-09-25 03:42:44 +01:00
pkuzicandGPT-5.6 Sol (Codex) 0489b5c168 MONKEY (water): restore WMO canal and pool rendering
Co-Authored-By: GPT-5.6 Sol (Codex)
2026-09-25 03:11:31 +01:00
pkuzicandGPT-5.6 Sol (Codex) 36d03ee462 MONKEY (post): route emissive materials into HDR
Co-Authored-By: GPT-5.6 Sol (Codex)
2026-09-25 02:02:19 +01:00
pkuzicandClaude Opus 5.5 721a1f7d19 MONKEY (p0): THIRD-PARTY.md with the WarcraftXL credit table
One table of every WarcraftXL-derived file (Benilla file | WarcraftXL module |
Source files | What was taken), pre-filled with the enhanced-water blocks and
the swimmer bob, plus the planned ports. The standard header line
("Ported from WarcraftXL (https://github.com/WarcraftXL) by iThorgrim —
module ..., ...") is added to enhanced_water.wgsl and water_fx/bob.rs.
Linked from README, LIGHTING and WATER. WATER.md no longer says the WarcraftXL
water module is for the 1.12 client: it is a 3.3.5a client module.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 01:37:38 +01:00
pkuzicandClaude Opus 5.5 2e486e3612 MONKEY: water module split, depth look, High reflections, volumetric fog
Water (Enhanced/High; Classic stays byte-identical to upstream):
- the enhanced water now lives in its own WGSL library, benilla::enhanced_water
  (enhanced_water.wgsl), with its own bindings 103-106; upstream liquid.wgsl
  keeps three small hooks only
- depth look: per-channel extinction over the real path through the water,
  refraction of an opaque-colour copy bent by the waves (samples landing on
  anything in front of the water are refused via the scene depth), caustic
  web on sunlit shallow beds
- High: screen-space reflection of the scenery (bisected march against the
  scene depth)
- the module fogs its own surface terms only (the refracted/reflected scene is
  already fogged); depth+colour copies run both-or-neither
- credits: portions derived from WarcraftXL wxl-experimental-water by
  iThorgrim, used with permission (WATER.md)

Volumetric fog (Advanced Graphics -> Volumetric Fog: Off/Low/High, cvar
volumetricFog, env WOW_VOLFOG): own fullscreen pass after the main pass,
near-field haze converging on the zone fog colour, denser at dawn and in
weather, faint indoors, plus sun/moon light shafts from the shadow map.

Tests: addon-harness oracle fixtures no longer require unix symlinks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 23:16:18 +01:00
pkuzicandClaude Opus 5.5 18914f02f6 MONKEY: enhanced water module (Water Quality: Classic/Enhanced/High) + lava glow
Water (Enhanced/High only; Classic stays byte-identical to upstream):
- scene depth resolved after the main opaque pass and bound to liquids
  (liquid/scene_depth.rs, water_depth.rs)
- procedural multi-band waves with analytic normals; long ocean swell moves
  vertices, mirrored on the CPU (liquid/waves.rs)
- separate ocean and inland profiles; depth-driven colour and soft edge
- Fresnel sky reflection, sun path, moon path, point-light glints
- beach surf driven by the shore wave phase: continuous front, dissolving
  lace, swash sheet; only where the authored sea bed is shallow, so sunken
  objects never foam; thin bed clutter (grass, reeds) ignored for contact foam
- swimmers: wake foam, treading rings, visual-only bob with the swell
- river flow effect tried and removed at the owner's request

Lava: magma surfaces emit warm point lights through the lighting module
(lighting/lava_light.rs, lavaLightGain).

Options: Water Quality + Lava Glow rows (EN, RU strings prepared).
Docs: WATER.md. Credits: design reference WarcraftXL wxl-experimental-water,
author iThorgrim (reuse permitted with attribution).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 23:15:57 +01:00