Commit Graph
21 Commits
Author SHA1 Message Date
SamandClaude Fable 5.1 c3555b4eea the cooldown goes stock, early-Z comes back, and lists reach the end
- a size-less `<Model>` pane's rect is its file's box in layout units: the reference's geometry overrides (`0x76d080`/`0x76d0d0`) answer the bbox extent whenever no size is authored, `bboxExtent · 768·√(a²+1) · layoutScale` FrameXML units (`1280 · extent` at 4:3), written into the pane's layout input when the file's facts land, re-derived on an aspect change, and ended for good by any authored size; `SetPosition` is the same unit, which is how `0x4a7b20` centres the arrow at `½·GetWidth, ½·GetHeight` through the override — so the map arrow's sprite arm and its hand-sized 33.6 px footprint go (its rect is `0.0262 × 0.0263` layout units, 33.5 × 33.7 FrameXML units at 4:3, 41.0 × 41.2 at 16:9), and the stock `ItemAnim` pane plays the item push unadapted (`ReplaceIconTexture` on the type-14 batch, the 1000 ms clamp, the stock `OnAnimFinished`), `ContainerFrameAdapters.xml` losing 0887's Lua card and its hand-measured 42.41 × 124.72 rect — the implicit one at 16:9 — and keeping the keyring fork and the three bag verbs (2015); and the cooldown is the reference's own model: the texture-transform law `uv' = R_q((uv + t − p) ⊙ s) + p`, `p = (½, ½)`, the raw quaternion component-lerped and never normalised, is one function (`uv_transform`) with the shader's UV fold as its twin — rotation and scale tracks bake per file sequence slot beside the translation, the mat-anim table gains an affine row `[cos − 1, sin, sx − 1, sy − 1]` on `anim_slots.z` whose identity is the zero row so every static batch reads exactly what it did, and a UI tile clones the twin material per animated batch and writes both rows every frame off the pane's play head, never the world clock; the stock `Cooldown.xml` runs off the chain on 2007's two handlers, the file's four quadrant quads turned by their own rotation tracks (`0 → −90°` over each quadrant's 250 ms window, clockwise from 12 o'clock) and its alpha tracks revealing the star for the flash; retired: the native `Cooldown` widget and `SetCooldown` (an Era API 1.12 never had — `CreateFrame("Cooldown")` is the reference's unknown-type refusal now), the loader's `Model → Cooldown` substitution, the app's hand-built pie and star, and our `Cooldown.xml`; `assets/ui` is eight files (2019)
- `UpdateMapHighlight` gets its zone-level exits (B360): at zone zoom ours returned the nil tail for every cursor position, so hovering Deadwind Pass from Duskwood showed no label where 1.12 shows "Deadwind Pass"; the reference's `0x4a7fa0` runs two lookups at zone level and answers a NAME only — first the current zone's exploration-gated overlay list (the builder at `0x4a6ad9` gating on the explored byte), each row's HitRect scaled by 1/1002 and 1/668 against the normalized cursor, edges inclusive, the first hit naming its Area1, then the continent grid re-windowed through the displayed zone's own rect, naming the neighbouring zone or city and nothing for the displayed zone itself — and only the name-only tail is reachable from there, fileName nil and the six coords zero, so the stock frame hides the highlight quad, as the director's own 1.12 shot shows; and `SetVerticalScroll` stores the offset as given (B370, B363): the reference's `0x786db0` compares the new offset against the old and writes it to `[+0x328]` verbatim, `0x787100` re-anchors the scroll child off it, and the range at `[+0x320]` is never read on that path — every clamp the reference exhibits is FrameXML's, through the scroll bar's `[min, max]`; ours clamped into `[0, GetVerticalScrollRange()]`, the child's overflow past the FRAME, which is 40 px short of where `FauxScrollFrame_Update` sends the bar on the 220-tall skills list (three rows lost) and 15 px short on the 287-tall who list (one); the setter fires `OnVerticalScroll` only on a change, as the bytes do, `BenillaScroll_Step` bounds its wheel in Lua where the reference's handler does, and the ScrollFrame kind's prose stops calling its offset unpinned (2017)
- overdraw's cheap half, the sky first: since 0588 every sky element wrote `frag_depth = 0.0`, which costs a pipeline its early-Z, so on an outdoor frame every full-screen dome fragment under the ground and the buildings was shaded in full (the gradient's `asin`, `atan2` and eight table lookups at dawn and dusk) and thrown away; one shared `sky_vertex.wgsl` — bevy's mesh vertex verbatim plus `out.position.z = 0.0` — is now the vertex stage of the gradient dome, the cloud dome, the star patches and the celestial discs and glares, and the model lane's `WOW_SKY_DEPTH` branch moves from its fragment to its vertex, so no sky fragment declares `frag_depth` and the rasterizer rejects the covered screen before the shader runs; every sky `specialize` zeroes the rasterizer bias constant the `sky_order` rung had been leaking into `DepthBiasState::constant`, harmless only while the fragment overwrote its depth, and the prose beside the pin follows it; then the retained `static_gx` pass draws BEFORE bevy's opaque pass (`StartMainPass → static_gx → MainOpaquePass`) — buildings and doodads are the frame's best occluders and a terrain fragment its dearest, six samples a pixel — so walls reject the terrain behind them instead of the reverse, the pass taking the first-use clear with it and the dev depth probe ordered after it; measured on 16 capture scenarios: 14 bit-identical, `northshire-dusk` 1 px and `water-night` 11 px, attributed to exact depth ties on static/terrain silhouettes and last-bit interpolation noise; a depth prepass and near-to-far bins are declined until a journal says where the time goes (2016)
- the grass cut goes per pixel because of a quarter-mip: `0x6813d0` sets `D3DSAMP_MIPMAPLODBIAS = +0.25` on stage 0 (`0x6813f4`) once per frame before the detail-doodad pass — capture-confirmed on all 29 doodad batches, and outside the `[0x6b1000, 0x6b3200)` scan 2004 had called complete; it decides the whole look because the `clutter_cut` probe finds 6 of 31 shipped detail atlases carry a BINARY alpha pyramid (mip 0 has DXT3's 16 levels, every level below exactly two, both starting zones among them), so `a × ramp` degenerates to a global on/off and every texel of a leaf crosses at the same depth — Elwynn's survivor coverage is flat at 47.6 % across the whole 52.5–61.1 yd band, then 0.0 %, while the probe's box-filtered control erodes 47.7 → 20.9 over the same band, so the art has the gradient the shipped pyramid threw away, and `clutter_size` puts the median tuft at 0.92 yd tall, 1.03 yd deep, a full yard for the boundary plane to sweep; the escape is bilinear: full alpha needs a 2×2 all-opaque texel neighbourhood, and those run out between mip 2 and 3 (179/56/10/0/0/0 on the dominant Elwynn cell), so the reference's λ ≈ 2.9–3.3 sits past the cliff and the tuft erodes continuously — 2.2 % of a tuft's pixels leave in the last half-yard with the bias, 11.6 % without, 24.2 % one mip sharper; wgpu has no sampler LOD bias, so the clutter lane re-samples base colour at `view.mip_bias + 0.25`, keeping the sampler every other model batch shares at the reference's 0; ruled out on the way: our BLP decoder (all nine uploaded levels byte-identical against the archive's 52 793 BLP2s), mip regeneration, the `has_mipmaps` byte's value 2 (a plain boolean, an authoring marker), anisotropy and geometry; what it does not fix is resolution-dependent, and so is the reference's own look — λ with the bias is 3.22 at the capture's 648p but 2.48 at 1080p and 1.48 at 2160p, so at a modern resolution the reference itself pops leaf by leaf, and scaling the bias with the viewport is one reversible line left for a look call (2021)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 19:35:31 +07:00
SamandClaude Fable 5.1 73ead4e4d2 grass fades on a plane, model panes render, and the FPS journal ships
- the grass fade is a plane across the view, not a ring around the player: `0x6b2b80` texgens the camera-space position through `T(0,0,−52.5)·Ry(π/2)·S(1/17.5)`, so the fade coordinate is view-space depth, `u = (z_eye − 52.5)/17.5` — we measured `distance(eye, fragment)`, a sphere, which meets the ground as a circle centred on the player that slides as they walk and bites a piece out of every tuft it crosses, and that was the hard border; the ramp is `0x6b2320`'s quantised 64×8 table, `alpha = 4·(63 − col)`, read bilinearly as `(254 − 256·u)/255` and capped at `252/255` — plateau to 52.64 yd, zero at 69.86 yd, near grass 98.8 % opaque and never 100 — where we had a clean 1 → 0 line; the product `tex0.a × ramp` is what the 128/255 `detailDoodadAlpha` cutout tests (both stages MODULATE, `[0xc7b2fc]`, confirmed verbatim in all four apitrace captures), so the tuft eroding out at 61.11 yd is the reference's own behaviour and the "fix" that would have removed it never landed; the pass owns its render state — blend mode 2, ALPHAREF 128, cull off, depth-write on, the per-slot draw `0x6b2d60` binding nothing but the texture — where we passed the batch's authored blend and cull through, and the `clutter_state` probe counted the cost: of 322 detail batches, 2 author Opaque (no cutout, their margin drawn as a solid card) and 5 single-sided; the build gate measures the chunk's box against the frustum corner ray derived from the live projection (≈1.31× at 16:9, ≈1.45× at 21:9), not its centre plus a 24 yd margin that popped whole chunks in on relief (2004)
- a `<Model>` widget's animation state is Lua-observable and lives in the engine: a private scene clock its own `OnUpdate` advances by `trunc(elapsed·1000)` ms on visible frames only (`0x76d7f0`), an arm with an anchor the sampler re-reads every frame (`0x7121a0`), `OnUpdateModel` at the top of every paint (`0x76d1a0`) and `OnAnimFinished` from the completion callback (`0x76cdc0`); the file's sequences and bounds are facts the host hands over, `SetModel` seeds Stand now or when they land (`0x70ebd0`) with a queued arm replaying after the seed, and the XML `scale=` on a model pane is the model's scale (`CSimpleModel::LoadXML` `0x76cac0`), which the loader had never read (2007); and the pane renders its M2 — every visible pane with a file gets a cell of one render-target atlas at its device size through one orthographic camera, the root at `1280·modelScale·layoutScale` FrameXML units per model unit, the tile's `AnimationPlayer` paused and seeked to the engine's play head, the light black, particles in their own unit (`768·√(a²+1)` per model unit, neither scale), composited as one premultiplied quad at the callback rank; two corrections off the bytes: `OnUpdateModel` fires only with a model installed (`[widget+0x318] ≠ 0`) and `OnAnimFinished` fires once per arm for a looping sequence too (`0x719370`); the loader now applies a `<Model>`'s `file=` at all, which every XML-declared pane had lacked; retired: the minimap ping's byte-measured sprite, since `MiniMapPing` and `WorldMapPing` draw their own file on the pane's clock (2013)
- the stance feed fires `UPDATE_SHAPESHIFT_FORMS` only for a list change: the reference fires it at `0x4b28ff`/`0x4b2e43` from learn, unlearn and rank-replace alone, while ours fired on any change of the pushed view, and every fire runs the stock `ShapeshiftBar_Update`, which shows `ShapeshiftBarMiddle` unconditionally past two forms and `Show()`s an already-shown frame — no `OnShow`, no manage pass — so a stance switch or the category-47 cooldown arming and expiring left the middle strip drawn alone over a raised bottom-left bar; castability now rides `SPELL_UPDATE_USABLE` (`0x4b31c0`), active/texture/cooldown are pushed silently and repainted on `PLAYER_AURAS_CHANGED` and `SPELL_UPDATE_COOLDOWN`, the feed ordered before both handler sets so they read the fresh list (2009); and the loot-roll frame waits for its item template (B371): `GroupLootFrame_OnShow` paints once and nothing repaints it, and we fired `START_LOOT_ROLL` on the frame the packet arrived, against a snapshot whose name, texture and quality were still `None` — the reference's `0x61b310` ends in the item-template cache lookup `0x55ba30`, a hit firing the event there and a miss firing it from the arrival callback `0x61b460`, so the feed holds a fresh roll's event until the template answers, with two releases that are ours: a negative answer (a frame that never opens cannot even be passed on) and a 2 s deadline paid out of the roll's minute; `arg2` stays the wire's countdown, as `0x61b430` pushes it (2010)
- the FPS journal ships to players: it had registered inside the dev-only `DevToolsPlugin` and been armed by an environment variable, so nothing we shipped could have written a row on the one GPU-bound frame in the corpus, a Steam Deck's at 94 % busy; `/console fpsJournal 1` — a CVar of our own, persisted like every CVar — opens `benilla-config/Diagnostics/fps-journal.csv` and appends one row a second, `0` closes it mid-run, and `WOW_FPS_JOURNAL=<path>` stays as the harness lever; eight GPU columns appended, `gpu_ms` then `gpu_opaque, gpu_static, gpu_transp, gpu_glow, gpu_post, gpu_ui, gpu_other`, read off bevy's `RenderDiagnosticsPlugin`, which times passes where the device offers `TIMESTAMP_QUERY_INSIDE_PASSES` (Vulkan and DX12) and leaves the cells empty on an Apple GPU, empty being the honest value; `static_gx`, the four `ffx_glow_*` passes and `ui_gamma_decode` open diagnostic spans so a city's own draw is named in the split; a fresh file opens with the adapter, backend, driver and `gpu_spans yes|no` line; and a probe's `/console` line, which skips the stock `ChatEdit_ParseText` and had landed in a parser arm that knew only `reloadUI`, now forwards to `ConsoleExec` and writes a CVar the way the typed line does (2008)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 19:33:58 +07:00
SamandClaude Fable 5.1 72e78ebc92 a 40-man raid costs less per frame, and the money frames go stock
- a 40-man raid cost +5 to +8 ms of CPU per frame — a population, not a hot function — and three cuts landed where it was measured: the rig palette upload sends one `write_buffer` per run, bridging the gaps parked bodies leave between live rigs (calls 93 → 3); a built material becomes an asset when something visible binds it, not when a spawner builds it — 9.9k material assets were alive for 36 drawn batches, so a material is realized only once bound and visible, readers that clone before binding doing it themselves through one new function in the engine's wall (172 → 173): a 17× cut in live GPU objects; and a body's batches spawn as material groups — a geared body stood as 12–27 mesh parts, its skin composite drawn as five separate batches, and two visible batches now join when nothing downstream can tell them apart: parts per body 17 → 12, the Stormwind raid leg 17.0–21.0 → 15.65–15.82 `cpu_ms` (1929, 1940)
- the instruments that priced it, all on the probe line: wgpu's own resource census, because a sampled profile put roughly half of the pass encoder in usage trackers sized to the device's live buffer and texture counts — a term that scales with residency, not with what is drawn, and nothing printed the number; the active camera count, since every view is its own pass set; the UI's live texture-identity runs, one 2D draw each, which is the number a UI change moves, not the quad count; and parts and materials per dressed body on the dress census, the ceiling on merging a body's batches read off a real body instead of guessed from a model's batch table (1940)
- the coin kit retires: every remaining money display — quest progress, the mail purse and postage, the trade recipient, the tooltip, the quest log, the trainer's purse and cost — moves onto the reference's `MoneyFrameTemplate`, each seat already matching ours; the progress panel's required-money flow is ported in full — `QuestFrame.lua:168-190` colours the FRAME red/white AND the LABEL black/dark-grey when the quest costs more than you hold, where ours had neither colour; the mail postage takes the reference's name and label, trade and mail issue no explicit update because the frames repaint on their own events, and the trainer's cost label is shown or hidden with its `local COSTS_LABEL` shadow deleted; with the trainer converted the hand-built coin trios have no consumer, so their templates and the `BenillaMoney_*` helpers are deleted and `MoneyFrame.xml` is the only money kit (1937)
- the crowd-control ladder's aura exemption exists, and it is a join between two `Spell.dbc` records — each arm asks whether the spell being cast is itself an immunity covering the aura that blocks it (Ice Block cast while stunned), the school arm shifting because `School` is an index and `EffectMiscValue` a mask; what the scan mostly decides is WHICH message a refusal carries — a blocking aura the cast does not counter renames the reason to "Can't do that while %s" (1941); bevy_audio leaves the build — its plugin had been disabled since 0530, but disabling a plugin does not remove a crate, and rodio, a second cpal and an Ogg/Vorbis decoder were still linked into a client that mixes through kira (1932); and cpal has four stream errors, not two — a routine ALSA underrun was treated as "the device is gone", tearing the stream down on every hiccup; now only a lost or invalidated device rebuilds (1939)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 20:53:37 +07:00
SamandClaude Fable 5.1 6bafea0919 your character speaks its refusals, and clicks land on the right frame
- your character speaks its refusals: `VocalUISounds.dbc` gets an adapter, `sound::vocal` transcribes `0x4580f0`'s per-race table and `0x458250`'s play cycle — four plays of one line arm the annoyed variations, and the bus cap of one keeps the annoyed and ordinary lines from playing at once; a displayed message now carries its catalog RECORD, so its sound comes off the same row (tag 0x44 plays the named cue, anything else speaks the line), and 36 of the keys benilla raises have a voice — cast failures, inventory refusals, the quest/auction/petition lines, taxi, bank, stable, mail, the talent wipe; `EnableErrorSpeech` joins the CVars at the registrar's own default and the Audio page grows 1.12's fourth Sound checkbox with the dependency ours was missing (the master greys Ambience AND Error Speech, not Music); seven of the twelve taxi refusals turn out to be the YELLOW info line, not the red one they all took
- at equal (strata, level) the hit sweep takes the EARLIER-linked frame: `0x764aa0` inserts with a strict `ja`, so equal keys are appended, and `0x7660d0` sweeps each bucket from index 0 upward — the reverse of the reverse-draw-order walk we had, so draw order is unchanged and only the hit sweep reorders within a plane; the wheel becomes its own index, and the five full-area wheel-catcher Buttons (Craft, QuestLog, Skill, TradeSkill, Trainer) are deleted, since under the true tie law each would have swallowed its whole window's clicks — a bug the Skill window's own comment had already recorded once
- one rasterizer settle for the whole ground-decal family, and it is the measured one: the shipped client constructs `CGxDeviceD3d`, so the OpenGL arm holding the −4.0 slope factor is never executed (factor 0 on 2485 of 2485 captured `glPolygonOffset` calls), and every number derived from it was 256× too small; the reference groups the blob shadow with the selection RING and the footprints on their own at 10×, the reverse of ours — but ours is reversed-Z float where the bake residual is millimetre-scale and constant with distance, so `DECAL_RASTER` collapses to one value (32768: the ring and the reticle had been under their own conflict at 8192 and simply never walked on a slope)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:03:50 +07:00
SamandClaude Fable 5.1 24fbb706f9 the waterline stops stepping, and mobs in far rooms lose the keep's fog
- the step in the water at the shore, which travelled with you as you walked: `WATER_BIAS` (−2e4) exists to give the water pass its sort slot, and bevy's `StandardMaterial` also packs that f32 into the rasterizer's depth bias, so every water surface in the game shipped with a −20000 depth pull — on the one world surface that meets the ground at a grazing angle over tens of yards that does not settle a tie, it moves the waterline, and a float depth buffer's bias unit doubles at every exponent boundary, so two water triangles either side of one stopped agreeing about where the shore is, at a fixed distance from the eye; the bias is out of the rasterizer (a ~17 px jog at the reported Stranglethorn beach, present before and absent after)
- the foam wake went dull under the next water chunk and painted onto dry sand: it sorted against ONE water surface with a coplanar epsilon (the chunk 33 yd nearer the eye outranked it thirty times over, while the reference drains every liquid queue before it draws foam, `0x6816d0`), and its coplanar settle was a 0.03 yd geometric LIFT, which on a 29% beach is 0.10 yd of dry sand painted and proportionally more on every flatter shore; it is a rung above the whole water band now and sits exactly on the plane, and the RE on its depth state came back: a depth-buffer bias (`footstepBias × [0x810390]`), depth-tested LEQUAL with write off — the "−2048 GL units polygon offset" our comment justified the lift with existed nowhere in wow-re
- a unit standing in a room the camera's chain does not reach wore the building's fog while the walls around it wore the scene's: the reference's unit test has a second conjunct (`[P+0x98]`, the same `[0xca7f00]` chain gate the walls use), so the attach ray now returns the room it claimed and the gate is re-read every frame because it moves with the CAMERA — at Shadowfang, from inside the pinned room, three true interiors are in frame across the courtyards and a mob in g13, 91 yd out, wore the keep's teal at ~84% against a scene fog of ~3%
- two instruments for the shore class of report: `water_here <map> <x> <y>` reads a shoreline offline (the wet-cell lattice, the plane on it, the terrain under it, and the four scans that tell an authored defect from a rendered one), and `WOW_CAPTURE=waterfx WOW_WFX_AT=x,y,z` wades the foam rig in the REAL streamed water at a pin, where the synthetic square had no bank to clip against

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:02:04 +07:00
SamandClaude Fable 5.1 d961d0bc06 Shadowfang's far rooms lose their cyan, and the street lamps hum
- Shadowfang Keep's far doorways no longer fill with flat blue-cyan at distance: it was never a hole — the room behind the arches is in the visible set at every camera distance — it was the building's own MFOG record (rgb 40,68,79 at end 106.9 yd, ~95% saturated at 70 yd) painted over a room the reference shows under the scene fog, because benilla picked the fog lane STATICALLY per batch (`flags & 0x48`) where the client's `[0xca7f00]` gate decides it per frame per group along the portal walk; the flood publishes that bit now and all three lanes (entity, retained, WMO liquid) read it, and the wow-re carve confirmed the predicate verbatim and added the conjunct we lacked — the MFOG target exists only when one of the camera's own containing groups is a true interior, so in a courtyard the interior triple decays to the scene triple, which is what a unit standing in the keep reads
- every world-placed M2 was silent — the street lamp's hum, the campfire, the waterfall, the windmill: no doodad ever wrote into the anim-event stream (three producers, none a terrain placement), and the sound clock was gated on the RIG, which is rightly never built for a model whose idle is the static mesh — `KalidarStreetLamp01.m2` is one looping 3.3 s Stand keying no bone at all, carrying one `$DSL`; the census (`benilla-extract soundeventscan`) counts 273 carrier models, 108 on tiers no rig gate arms; a sound-carrying placement now gets a clock-only host, `$DSL` is a sustained emitter, and the RE foldback settled three laws: `$DSL` ALWAYS loops and consults no flag (the kit's 0x200 bit is a lane select and 0x400 is random pitch — a neat four-row correlation of ours refuted), `$DSE` is the stop token, and a doodad holds ONE registration slot, which is why `bellows.m2`'s two loops alternate rather than drone
- the reference voices sound IDS, not doodads: `$DSL` registers the doodad's position as one record in a 32-entry pool keyed by SoundEntries id (`0x461d80`), each entry runs one channel at whichever of its records is nearest the listener — moved, not restarted (`0x7a5b10`), so one hum follows you down a row of lamps — the pump admits the first four entries by claim order and fades the rest over 3.0 s; the per-id duplicate suppressors turn out to be the one-shot lane's and were being applied to every lane (a three-second dropout every time a loop came back under the cap); three 76 yd hops between two Darnassus lamps now produce ONE play, and Darnassus runs 12 entitled ambiences with 8 withheld by the cap
- the selection ring joins the decal band too, and it draws UNDER the shadow: the RE found the ring emitted from inside PHASE 1's own M2 node drain (`[node+0xb4] = 0x481540` → the `+0x38` tick → `0x608e00`), the same iteration that then draws that node's blob shadow — the reverse of the tie-break this ladder had asserted since both rungs existed, a rule invented here and never read anywhere; `WOW_EFFECT_TRACE` names every rung of the band and prints its index in the sorted transparent phase, which is the ladder read straight off a live frame

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:00:01 +07:00
SamandClaude Fable 5 6356bc8f43 Enter World stops freezing character select, and bags close by the law
- Enter World stops freezing the character screen: from the click, the select image stayed on the glass ~100 ms because the loading cover could not draw until the state-flip frame — which cost 60 ms, 57 of it render+present: the world camera's first render of a 3000-entity world on cold pipelines, plus fifteen booth cameras waking on the very frame that owes the glass a cover; the glue now yields the glass on the click's own frame and the world camera (booths with it) holds off until the cover has presented — flip frame 60 → 43 ms and off the critical path — measured by the new `WOW_FRAME_PHASES` instrument, which stamps every phase of a frame and prints the render+present remainder no in-schedule stamp can see
- switching to a character you haven't clicked before no longer flashes somebody else's body in their stage — the background swapped the frame the selection changed while the character waited for its whole assembly, so whichever won is what the screen showed (53 ms of the human standing in the orc's stage, and the reverse under a stage still loading); stage and character now commit as a PAIR, loads still starting on the click and an empty stage still swapping at once — on the same cold walk, eight selections make eight rebakes, every one the right body in the frame its stage lands, where before it was twelve with four of them wrong
- the bank's six bag buttons repaint again — the stock UI repaints them only on `PLAYERBANKSLOTS_CHANGED`, which benilla fired for the vault's 24 slots alone, so a bag dropped in never appeared and one moved between slots stayed drawn in the one it left; the lock clear becomes its own system ordered ahead of BOTH feeds (resolve, then push, then fire), ending the stuck-grey icon — and `GetInventoryItemCount` is carved as not-the-stack-count: an EMPTY slot answers 1 (a sentinel, not a count), a container past the slot cutoff answers a literal 0 before any lookup (the whole answer to the stray digit on the bank's bag buttons), and an equipped bag answers the SUM of its contents gated on a DBC bit our class-11 guess missed twice — including the Soul Bag, so a warlock's shard count never showed
- the bags close by the law: `BAG_CLOSED` is the only thing in all of FrameXML that hides an open bag window, and benilla never fired it, so a window outlived its bag in both bands (equipped and bank); the carve pins the condition — the bag changed AND the slot was occupied — so a swap fires BAG_CLOSED then BAG_UPDATE with the slot occupied throughout, an unequip fires it with the announce suppressed for exactly that transition, and two identical empty bags exchanged between slots still close both windows, because the diff is on the bag's own guid rather than the container state; `PLAYERBANKSLOTS_CHANGED` meanwhile turns out to carry NO arguments — a census of all 485 dispatcher call sites — the slot travels in how many times it fires, and every bank button repaints from its own slot id

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:20:41 +07:00
SamandClaude Fable 5 f9e75a79fc the ghost world gets its own sky, and a corpse cannot steer
- a dead player's sky is DeathClouds now — `lightSkyboxID` was named in the schema and read by nobody and `LightSkybox.dbc` was never loaded at all, so a ghost kept the ordinary gradient dome; the shipped data has exactly 5 of 426 LightParams rows carrying a skybox id, every one of them DeathClouds.mdx, reached from the death profile (slot 4) of all 374 Light rows and gated on the ghost bit, with a hardcoded weight of 1.0 that skips the WMO skybox outright; it resolves off the same (map, camera position) seed the atmosphere uses, so the ghost sky and the death-profile fog it hangs over switch on the same frame — and the lane sheds its `wmo_sky` name for `skybox`, no longer being WMO-only
- a corpse cannot steer: the reference's two movement-input predicates share a precondition benilla never modelled — `UNIT_FIELD_HEALTH > 0` — so at zero health the keyboard turn and the right-drag close together, exactly as they do inside an Ice Block, while the ghost (health 1) keeps moving; the wow-re §5 round then corrected three byte trails (the mouse turn has its own eight-conjunct predicate, the supposed on-taxi test is the Knockdown animation lockout — set on exactly one of 208 AnimationData rows — and the "charm bit" is the far-sight latch) and added three verified health gates we lacked: the jump IS health-gated, sit and stand are refused while the body reads dead (a feigner too), and a follow tears down only when BOTH predicates drop — we had that wrong in both directions
- the walk-gait cross-check folds back confirming `min(walk, run)` and the speed-only animation channel (by a 2,304-function closure census), and finds the trap we lacked: every incoming spline re-authors the gait, and the spline's RUNMODE flag is an INVERSE — a spline marked as a run clears walk mode, one not so marked SETS it — so a charge, taxi, knockback or flee hand-off leaves the body in whatever gait its path was authored with, applied once on the spline's start edge; the post-worldport zero-walk fallback is retracted on a re-run (the ctor's zero is a transient thirty instructions wide, never observable), leaving the plain minimum the bytes compute — the better failure mode too, since a fallback makes a walker silently RUN if a walk speed ever goes missing, where the transcription makes them visibly stop

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:18:16 +07:00
SamandClaude Fable 5 4ad8718b2a your corpse is your own dead body, and particles take the room's light
- corpses render: a corpse create spawned a real entity, latched its guid for the reclaim send, and drew nothing — one missing EntityKind variant folded it into the catch-all and four downstream lanes then failed by default, not even the debug cube fired; the reference forks once, on the bones flag: a fresh body builds a character composite from the corpse's OWN appearance bytes and 19 item slots through the same compositor a living player is dressed by (its own hide-helm/hide-cloak bits honoured, the ranged slot never dresses, and weapons never dress because the client looks a packed display word up as a guid — we reproduce the outcome, not the dead lookup), while a bone pile takes its race and sex's DeathSkeleton, sixteen of which ship; the pose is one settled arm — Dead, or Drowned when the body lies more than 0.66666669 yd under a liquid surface — and a corpse is not a unit, so clicking one no longer sends a selection for a guid no unit owns
- a lit particle takes its MODEL's committed light node, not the sky's: indoors the reference lights an object's particles from the object's own node — the footprint's baked floor colours on the fixed interior axis plus the room's placed lights — never the day/night sun; a particle quad carries exactly one normal, world up, one constant per draw, so the whole node collapses to three floats, published off the same fold the model's mesh renders from so a mesh and its own particles can never disagree about the room they stand in; in Onyxia's Lair the 78 lit falling-rock emitters on the 26 anchors that classify interior now take the room's light
- and that lit lane is FIXED FUNCTION, not the mesh's soft SH curve: the shipped client null-binds both shader slots for a particle batch and re-zeroes the shader mask at the head of every batch, so a model and its own particles share the same committed light words and legitimately differ in the curve applied to them — the mesh's wrapping lobe against the hardware's max(N·L, 0) is 0.900 vs 0.869 on the key axis, up to the three nearest room lights arrive diffuse-only under GL's own 1/(0.7d + 0.03d²) falloff (a light at or below the emitter cannot reach it at all), and the clamp sits on the product, never the multiplier, because it is GL that clamps the lit vertex colour
- the cinematic letterbox has no aspect test in it: CinematicFrame.lua's if guards a recompute, not whether there are bars — below 4:3 the reference's bar textures simply stand at their declared 1024x128 on the client's native 1024x768 sheet, which is height/6, the same formula evaluated at exactly 4:3 — so one expression covers every window shape, min((h − min(w/2, h))/2, h/6): a 2:1 picture when wide, bars at 4:3 too; and a shown keyboard frame swallows EVERY key, not the ten names the host used to feed it — you could walk around underneath your own intro; the proof is the reference's own handler, which has to RunBinding("SCREENSHOT") by hand to get one key back; ESC still skips, and a W already held when the shot starts keeps running, which is faithful too

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 19:49:15 +07:00
SamandClaude Fable 5 b344fc4938 Levitate walks on water, the doll takes a snapshot, the pose keeps time
- Levitate over water, whole: hover stacks on the water-walk surface, so the body rests exactly a yard above the waterline — the reference's own arm undoes the ground snap and descends by max(L−1.0, 0); casting it while swimming launches you clear of the water, because `SetHover(true)`'s handler calls `CMovement::Jump` before it ever sets the flag — a jump that, unlike Space's, is not refused for a hovering body; and aiming below −37° drops the liquid layers out of the walk mask, which is the reference's own way back into the water and the piece whose absence made the mode a one-way door
- walking no longer sinks a Levitator: the step-down snap's no-hit leg — right on land, where it is the frame that leaves a ledge — could not see water, since liquid is queried rather than swept, so every walking frame stepped down a cone's worth while the hover climb hauled it back; the arithmetic closes with no free parameters (descent 0.24355 yd a frame, climb 0.11667, net −0.12688 against a measured −0.12687), settling 0.88 yd under the hover line until the keys were released
- the pose advances on the PRESENTATION cadence, not the CPU loop: under vsync a frame reaches the eye only on a refresh boundary, but the measured delta absorbs the render thread's back-pressure wait, so two frames shown 16.67 ms apart get advanced 26.4 and 8.0 — the whole skeleton lurching at once, up to 91 of 117 bones past a quarter pixel in one frame; `Time<Virtual>` is re-split to a delta snapped to the estimated refresh with the remainder carried, engaging only while the stream looks vsync'd so a real stall stays visible — found once the jitter meter probed a point at each bone's flesh radius and logged the animation clock beside the wall clock, the two channels it had been blind in
- the character doll is a snapshot you edit, not a mirror you follow: the reference re-takes a model widget's copy on becoming visible, a change of dress, a manual sheath toggle or a resize — the combat auto-draw is not one of them, so a bow drawn in combat stays off the character sheet; and a portrait bake now waits for its PIPELINES too, not just its textures — off macOS a cold pipeline variant skips its batch silently, a one-shot still keeps the hole for the session, and which piece goes missing is which variants lost the race: the hair's alpha-key, the body's opaque, a glow card

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:11:32 +07:00
SamandClaude Fable 5 db86a9c7ad the zone counters line up, and the ballista shine holds still
- the world-state readout — the top-centre counters a battleground or Silithus keeps up — takes the reference's real geometry: every icon those rows name is a sprite authored into the upper-left corner of a power-of-two canvas (`AllianceTower` is 16×16 of ink at (3,2) in a 32×32 file), nothing anywhere crops it, and the reference compensates geometrically — a 42×42 slot hung 6 units off the row's left edge with the label seated 10 above its centreline, taken as one system; our snug 20×20 box stripped exactly that compensation, so the art drew at half size floating away from its own `0/200` label — and an empty icon column now reserves its rect instead of sliding the text left, which straightens the readout's left edge
- the dynamic icon is a second slot, not a swap: `Icon` and `DynamicIcon` feed two different regions and shipped content never mixes them, so the flag is a 32×32 button off the row's right edge with an ADD-blend flash overlay pulsing 0.5 s in / 0.5 s out, lit only at `uiState == 2` — the flag-taken value; before, any non-zero state replaced the static art, which fires on the ordinary state 1 and hid a faction shield that should never have moved, and the pulse's alpha ramp is now pinned by a test, not just its art
- the dev cost pill yields the band: the readout is the game, the pill is scaffolding, and a stock 1.12 UI has no free corner to move house to — so it steps below whatever the readout draws, reading `WorldStateAlwaysUpFrame:GetBottom()` on its own 4 Hz cadence and only while it is drawing, rather than mirroring the frame's row pitch in Rust; the probe's cost is stated at the site (an edge read settles the layout — up to one graph solve, ~47 µs, four times a second)
- the Hearthglen ballista's bolt heads and shields stop flickering: a shine layer is a second batch over its base's own triangles, and ours split the pair across lanes — the base rode the retained lane's f64 CPU bake while the env-mapped, additive, no-depth-write shine stayed on the entity path's f32 GPU rotate, and a few ULPs between coplanar surfaces turns the depth test into a per-pixel coin flip re-rolled by every camera move; a batch now names the M2 skin section it draws, neither member of a shared section diverts into a consolidator (depths equal by construction), and a corpus census bounds the cost — 1,080 of 9,691 models draw a section more than once, 264 such sections across 221 `World\` doodads — with toggling pixels at the pin dropping 0.26% to 0.14%, matching the consolidators-off arm bit-for-bit

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:07:21 +07:00
SamandClaude Fable 5 6b05373630 Quiver loads, teleports stop losing the city, the camera eases right
- Quiver works end to end (the reported nil-field error): 1.12's widget method tables are flat, so the 19 Region methods are ONE function per name — a frame's `GetHeight` IS the texture's — where we had two implementations behind two disjoint registries; `Button:SetFontString` and the Set/GetMin/MaxResize quad land with it, and the 219-addon survey moves loads-without-error 150 → 151 with every other addon byte-identical
- a teleport stops dropping you into a bare city: the reveal gate now waits on geometry that can actually draw (14 regions had sat undrawn for 630 ms with the cover already down), a relocating snap ≥100 yd raises the cover, and the pipeline warm pass runs once per process — a far same-map teleport's cover drops 3.8 s → 0.8 s
- the empty-world flash on a fully-resident teleport dies with it: the camera's world pose publishes before anything in Update reads it, so the visibility verdict stops being computed up to 644 yd from the eye — the lag reads 0 yd on every snap frame of every arm
- the camera follow becomes the engine's own curve — an edge-armed cosine smoothstep clamped to 0.1–2 s behind a 7-state input classifier, the enum 0/1/2 with Smart staying the default — and overlapping chat bubbles stack as whole cards, one frame level per bubble, nearest to the camera on top

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 18:10:46 +07:00
SamandClaude Fable 5 4080d4feff the static merge defaults on, and the fence pop is gone
- 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>
2026-08-20 18:55:03 +07:00
SamandClaude Fable 5 8522c65937 the lava bubbles move again, and the bonfire keeps its wood
- 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>
2026-08-17 17:27:28 +07:00
SamandClaude Fable 5 4ff2a8ebcf performance night: the interface splices and the walks go filtered
- 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>
2026-08-17 16:56:48 +07:00
SamandClaude Fable 5 7b8e5f99bd lava creeps again, and sealed rooms empty of outdoor bodies
- 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>
2026-08-14 19:23:04 +07:00
SamandClaude Fable 5 d1140829d7 the interface code is ours: the transcription debt is paid
- 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>
2026-08-14 19:21:03 +07:00
SamandClaude Fable 5 8eea16157c benilla-world: the engine becomes its own crate
- the world engine splits from the game into a benilla-world crate — 112 files, and the wall is ratcheted to zero names of the game inside the engine
- the engine's public doorway is counted and gated at 32 items, and the render materials, shaders and asset cache move down to benilla-assets
- the game's files leave the engine's asset root — game:// is its own space — and a spike binary boots the engine with no game attached
- weather rides along: snowfall emission is denominated in the reference's frame cap, and a long teleport retires the stranded precipitation field instead of leaving it behind

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 18:13:44 +07:00
SamandClaude Fable 5 7b4bd8af4a quest timers, honest interiors, and snow rebuilt from the bytes
- timed quests get their countdown — a Quest Timers box under the minimap and a Time Remaining line in the quest log, kept against the server's own clock
- interiors go honest: footsteps stop crunching the terrain's snow through a building's floor, and tavern voices are authored dry, so the fake cave echo is gone
- snow is the reference's again — point-sprite flakes at the era's pixel size, and a spawn slab that leans into your run so a runner no longer outruns the field
- Stormwind stops drawing Elwynn through its walls, a looted quest crate's lid settles, cold zones puff visible breath, and the collect-quest toast fires only on a real advance

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 18:00:02 +07:00
SamandClaude Fable 5 ba9a333aeb the Ironforge lava returns, and the sound crackle is cornered
- the Great Forge's lava stays drawn from every angle, and the chasm catwalk reads as a connected grate again
- music decoding and shader-compile bursts stop crowding the audio's lane, and the output buffer follows the device's real deadline
- the audio path grows its instruments: a mix tap to WAV, a starvation meter, a hardware overload listener
- trainer detail icons carry the reference's own tooltip

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-07 16:03:52 +07:00
SamandClaude Fable 5 3b6975fdef the pet gets its frame, flooded rooms fill, and macros really fire
- the pet gets its own unit frame beside yours, and an Attack order no longer latches as the standing command
- five rooms that always read bone dry hold their water now, the Deeprun Tram's flooded stretches among them
- macros fire through the client's own chat door, and the macro window fits its tabs and scrolls its icon chooser
- the options window grows a Nameplates page and its first dropdown, and the name-display switches apply live in the world

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 19:03:43 +07:00