Commit Graph
11 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 7e3a67a02e the unit frames are the reference's own, and the water has motes in it
- the player, party, target and pet frames are the reference's own files (`BuffFrame`, `UnitFrame`, `CombatFeedback`, `PlayerFrame`, `PartyFrame`, `TargetFrame`, `PetFrame`, in the reference's toc order) — our 2741-line `UnitFrames.xml` and our `PartyFrame.xml` are deleted; four engine verbs built for them (`PartialPlayTime`, `NoPlayTime`, `UnitPlayerControlled`, `UnitIsCivilian`, each answering 1/nil), the whole-UI load bracketed in the counted sound-suppression scope `0x48fbf0` self-brackets (the reference fires a `PlaySound` during load and throws it away), and `GetBillingTimeRested` read off `SMSG_AUTH_RESPONSE`'s third billing field rather than hardcoded; the differences the stock files bring are pinned rather than papered — `PlayerFrame` never hides, an unresolved name is BLANK not "Unknown", the target frame has no numerals at all (a bar hover pops the unit tooltip instead)
- what the swap surfaced, each a hard break under the stock files: `UnitBuff`/`UnitDebuff` returned the Classic Era ten-value tuple, name first, where 1.12 returns two and three values TEXTURE first (`0x519500`/`0x5198f0`) — a raise twice per `UNIT_AURA` on any debuffed target, and all 184 corpus call sites bind the 1.12 shape; the power events are named per resource (`UNIT_MANA`/`RAGE`/`FOCUS`/`ENERGY`/`HAPPINESS` and their MAX twins) and we fired the Era pair, so no mana, rage or energy bar could live-update; `SetRaidTarget` is the engine verb and `SetRaidTargetIcon` the FrameXML toggle wrapper — we had registered the wrapper's name on the engine's body, so every raid mark in the unit popup raised
- the underwater drift cloud: the reference draws a fixed 4000-mote field whenever the camera eye is inside a liquid — not a particle system, nothing spawns, ages or dies; a population scattered once into a 30 yd camera-relative cube, advected by the camera's own motion plus a gust and wrapped, so the field stands still in the world; benilla had the murk and nothing in it; a dry frame commits no draw, and the submerged one is bounded by the reference's own 666-quad cap (633–644 of 4000 measured live, which is the expected survivor count of a uniform cube through the 90° cone — an independent check on population, distribution and cone at once)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:04:32 +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 9d2ffd71d8 the foam stops at the waterline, and skill bonuses show the right halves
- the foam still washed past the waterline onto the sand after the shore fix: the slope-scaled depth bias ported from the reference's `glPolygonOffset(-4.0, …)` pulls toward the eye as the square of view distance, and what it spends is the wet-cell skirt — whole cells are the unit of liquid geometry, so a shoreline carries liquid-lattice triangles over dry sand (23 cells, up to 7.1 yd inland at the reported beach) held back by nothing but the terrain having drawn first; the tie it would settle does not exist here (our foam patch IS the liquid surface's own triangles — same cells, same winding, identity transform — so the depths agree exactly), and −4.0 is a hardcoded immediate every consumer of that state gets, not the foam lane's number; the slope term is disarmed with an `== 0.0` assert, reproduced three ways at the director's pin (slope 0 stops dead at the waterline, 4.0 washes onto the sand, 64.0 does it wide)
- weapon and defense skill bonuses showed the halves the wrong way round: the reader every skill-shaped binding goes through (`0x5ea460`) writes `value + permBonus` and `tempBonus`; ours returned `(value, temp + perm)` — right total, wrong split, which is why no fixture caught it — so a 300 weapon skill with a +5 talent and a +10 aura read 300 (+15) where the reference prints 305 (+10), on the sheet's Attack row and in the Defense tooltip's `(base +x)`; `UnitRangedAttack` is also pinned as a direct call gated on the PLAYER typemask alone, so a pet gets `(0, 0)`
- instruments: `water_here` also reports WET cells the ground climbs out of (the skirt a depth bias spends), the foam wake can be laid along a bank (`WOW_WFX_HEAD`) since no shoreline in the game is axis-aligned, `fxview` can stand its subject at any world point (`WOW_FX_AT`) so a blob shadow can be photographed on any terrain, and `WOW_MAP` refuses a name instead of silently falling through to Eastern Kingdoms — `WOW_MAP=Kalimdor` had produced a subject floating in empty ocean that read as a renderer bug

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:03:14 +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 5.1 0e83531e8c shadows go under the water, and the ping meter measures the server
- your shadow no longer reads through the Stranglethorn river or the Stormwind mage-tower portal (in the reporter's own shot the crocolisk casting it was invisible under the surface and its shadow was not): the reference draws the blob shadow in PHASE 1 among the opaque drains (`0x6812c5`), before the footprints, the M2 opaque pass, the water surfaces and both M2 transparent passes — ours rode a +4096 sort rung above the whole world band (item 81 of the sorted transparent phase, now item 4); the footprints and the ground-target reticle move with it into a pre-water decal band at their own byte-known slots, and the print/shadow order was inverted too — the reference draws a print one slot AFTER the shadow
- the ping meter was measuring a client frame, not the server: the RTT was computed in the ECS drain, one frame or more after the pong had landed, so it read high exactly when the client was slow — the world-enter hitches inflated the first sample by hundreds of ms and the 30 s averaging ring carried it for minutes, a meter that opens at ~600 ms and sinks toward the truth over two or three minutes, as reported; the read thread measures where the packet lands now, the way `OnData 0x537b10` hands `SMSG_PONG` to `HandlePong 0x537d60` inline, the ring is 15 usable slots not 16, the average is the reference's unsigned truncating divide, and the keepalive is per-connection from the last SEND, so the first ping is a full 30 s after world enter instead of anywhere inside the load storm; localhost reads 0–3 ms where it read 58
- an extra bar's empty slot no longer loses its hotkey label (E/R/C showing in one screenshot and not the next): one line left behind by the slice that shipped the multibars with no bindings cleared the corner outright, which became a wipe of a live label the day those wells got real `MULTIACTIONBAR` bindings — painted by `UPDATE_BINDINGS`, wiped by the next repaint; the empty arm repaints the corner now, as the reference's `ActionButton_Update` never touches the text there, pinned by a test that drives the reporter's shape through the real shipped `ActionBar.xml`
- an unattended probe run opened focused and borderless over the director's work — `WOW_UNATTENDED` joins the background-window prefixes — and the world-API wall was measuring a prefix of every file: a `#[cfg(test)]` guard switched the scan off from the first test module to the end of the file, so the ceiling moves 166 → 172 as a measurement correction, not six crossings

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 16:59:20 +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 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 6b980b9efb the player build: one binary that carries its content
- a player build ships beside the dev one — dev chords and probe surfaces go dark, and a gate enforces what a player can still reach, by medium not by module
- the binary carries its own shaders and its shipped UI, finds the WoW folder by itself, and keeps its local state in one benilla-config folder
- the glue screens get a capture shutter, and the engine stops depending on the protocol crate

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 18:18:02 +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