Commit Graph
28 Commits
Author SHA1 Message Date
SamandClaude Fable 5 cf581aa2ac the auction house opens, the Honor tab lands, and a day of fixes
- the auction house end to end: right-clicking an auctioneer opens Browse/Bids/Auctions on the server's reply — search, the category tree from your own DBCs, the reference's 50-a-page pager, multi-key sorting (directions corrected at the bytes), bid/buyout, the sell slot with deposit and duration, cancel with its fee popup; prices sit on the reference's own money-frame kit in lined-up columns, the twenty auction messages split refusals-red / outcomes-to-chat, and a won or sold auction reads as a proper mail receipt — the window's Lua re-worded in our own terms after the overlap ratchet caught the first cut leaning on the reference's text
- the PvP honor system whole: the Honor tab and the inspect page over a real wire model, with current rank and highest-ever rank correctly two different fields
- a day of reported fixes: WASD survives a /logout re-entry, addon settings save on a window close and Cmd+Q (exactly once — a mac close could fire the tail twice), clams open again, random-enchant items name themselves on every surface, the loot window's rows hold their seats with legible counts, idle players stop sinking through building floors, the shooter re-pulls between Auto Shots, portraits loosen ~19% to the client's own aspect-1.0 matrix, and big creatures thump the camera off the CameraShakes table
- character select clicks like 1.12 — captions whiten on hover, buttons fire on release, Humans face straight ahead off the stage bone's real yaw, the facing is per-character, and hunter/warlock pets stand beside you at their family-ramp size with their own emitters (the imp's flames), the Voidwalker's sequence-hidden shackles culled
- the smaller player-facing set: nameplate on/off rows in Options with the CanAttack category gate (emissaries stop plating), the bonus bar slides up with igBonusBarOpen, the camera's framing height glides on a shapeshift, the open letter evicts the centre seat, the far-band fog hull stops printing a pale horizon stripe at low view distance, the guide arrow is gold with per-source rim art, error text fades through its shadow too, and /convertraid converts the party
- README: the auction house and PvP honor move out of "not built yet"

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-22 19:04:27 +07:00
SamandClaude Fable 5 6aa78bc468 the shapeshift cloud both ways, and the Honor tab
- druids get the shift cloud back in both directions, by the reference's own mechanism: every shapeshift aura add *or* remove arms a one-slot pending-morph latch that the model-swap rebuild drains and replays — which is why shifting out (a client-side cancel the server sends no visual for) puffs at all, and why a GM morph or a revive correctly shows nothing; the first fix that merely let one-shot effects survive the swap's teardown produced the right pixels for the wrong reason and is superseded
- the honor system lands whole: the Honor tab on the character window, the honor page on inspect, and thirteen missing Lua bindings over a real wire model — session/yesterday/this-week/last-week kills, lifetime HKs and DKs, rank progress and badge art
- the load-bearing find: your current rank and your highest-ever rank are two separately-streamed fields, and the one we already had was the wrong one for anyone who ever de-ranked; a binary cross-check corrected five display details after the build, down to the rank title never being gendered

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-22 18:22:13 +07:00
SamandClaude Fable 5 f8e312d015 Terrain Distance returns to Graphics, and guards flag your map
- the Terrain Distance slider is back on Options → Graphics, in its 1.12 seat and range (177–777, live, no Apply) — and it now drives how much world is resident, not just how far you see: the streamer derives its resident and prefetch windows from farclip in the reference's own chunk units, pulling the ring in as you drag left and streaming it back one tile per frame as you drag right; the `WOW_TILE_RADIUS` env var, the debug panel's farclip slider and a dressed-up fog constant all retire into it
- ask a city guard for directions and the destination lands on your maps: `SMSG_GOSSIP_POI` becomes a red flag drawn through the same landmark path as towns and inns — an icon in place when near, competing for a rim arrow when off the edge — and the world map's landmark enumeration answers now, so the flag renders there too and names itself on hover
- the flag is one slot (new directions replace the last), drops itself within 10 yards of the destination, expires after the reference's own 480 seconds, and clears on any world entry; the rim-arrow rank rides the packet's own field, not a guessed constant

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-22 18:18:30 +07:00
SamandClaude Fable 5 802845981f the Rookery eggs hatch, and the bubble finds its height
- UBRS's Rookery eggs hatch on approach now: the trap's despawn-anim packet was silently dropped and the entity freed the instant the destroy landed — the packet is parsed, and the reference's refcount pin holds the egg alive through its 2.7 s burst before it goes
- the AQ drakes' crawl is the server's doing: vmangos flies cyclic paths at walk speed, and the client's ride measures exact against the wire — the motion is inspectable now, down to a per-spline trace
- the chat bubble sits at the height 1.12 gives it: a latched constant from the model's stand box, replacing the posed-attachment anchor the RE just refuted
- the trigger-creature render gate folds back from the binary, byte citations corrected

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:26:18 +07:00
SamandClaude Opus 5 9a184d3476 the guild window opens: roster, ranks, notes and the message of the day
- the social window's third tab is live — the roster in both its views, the member card with its promote/demote/remove verbs, the rank editor's thirteen permissions, the guild information board, and the invite, leave, kick and note dialogs behind them
- setting your hearthstone at an innkeeper now asks before it takes and says so afterwards, and the innkeeper's gossip lines get their own icons back
- unavailable talents grey out, and every greyed icon in the client now goes through the same luminance fold the original used
- the buff tooltip's remaining-time line reads gold with the client's own hour/minute ladder, the macro editor takes a shift-click to paste a spell, trainer rows repaint after a purchase, and a long book page stops flickering its ellipsis

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-16 17:38:54 +07:00
SamandClaude Fable 5 b427860b35 dialogs come to the front, and the red line names what it needs
- dialogs carry the reference's toplevel bit, so the stack-split window opens above Bagnon instead of behind it
- the failure line fills its blank — "Requires Blacksmith Hammer", not "Requires" — and Opening casts stop printing a label the spell itself marks "no text"
- the pet bar's Attack/Follow/Stay tooltips name their keybinding, and typed text reaches the focused frame through the client's own delivery walk
- AtlasLoot parses again: our Lua keeps 5.0's compatibility semicolon

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:38:18 +07:00
SamandClaude Fable 5 c62df294c6 channel lines get their warm color, and a /wave gets its sentence
- a channel line renders in the channel family's color, not the grey notice row the client consults and throws away
- a text emote composes its sentence — gender and target picked from the game's own tables — so a /wave is a line in chat, not just an animation
- a FontString's `font=` resolves a font object by name and gates the whole block, `<Gradient>` tints the art it sits on, and buttons' state fonts read `font=` too — Bagnon's white boxes and bare stack counts are fixed
- the money frame sizes its coins from the digits themselves, so Bagnon's gold stops opening cramped

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:25:00 +07:00
SamandClaude Fable 5 ebb9ce9ab8 far sight, possession and the spyglass: three mechanisms
- the server picks the view and the mover independently — far sight moves the eye, client control moves the reins, and Mind Control sets both, which is why its camera works for free
- while you hold another body's reins your own stands still, so the server never smears your pose onto the creature you drive
- the Ornate Spyglass is a local 6x zoom, not a camera move — there was never a wire half to be missing
- the scene election fails closed: three classes of creature that escaped it are back under its verdict

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:23:38 +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 55d2c70712 reputation arrives: the wire, the pane and a live watch bar
- the Character window's third tab is in: faction rows under their headers, standing bars, the detail popup and the watch bar, at the reference's own anchors
- all four reputation opcodes parse byte-exact, the flag byte reads the way the client reads it, and a standing gain reveals the faction unless it is hidden
- an end-to-end golden drives live wire bytes through the game data to the exact visible row list
- the reference-code overlap is measured by an instrument instead of asserted — the start of a debt paid in full later in the day

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:09:04 +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 50aedb8b05 world books open, and anvils stop offering a cursor gear
- clicking a book in the world opens it and turns its pages: letters and world books share one reader
- the cursor's object rules are the client's own 31-row strategy table now, so decorative objects stop pretending to be usable
- trainer and tradeskill windows draw each row's icon by the reference's own law, and the trainer's filter dropdown toggles again
- water color follows the zone's light blend, so lakes stop snapping between area tints

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-07 16:03:35 +07:00
SamandClaude Fable 5 9f4595597d fishing becomes whole: the bite, the line, the splash and the reel
- the whole loop plays: the line arcs rod tip to bobber, the bite splashes with its own sound, and clicking the bobber reels in
- the verdicts read like 1.12: yellow "your fish got away" lines, the reel-in sound, the fishing loot window
- "You feel rested." prints on the transition, rest states come from the client's own Exhaustion table, and level 60 trades the XP strip for the max-level rail
- the Skills pane lists what the real client lists: the hidden rows, the sort, gray numberless single-rank lines

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-07 16:03:16 +07:00
SamandClaude Fable 5 a401e5c43d the dressing room opens, and the pet gets its paper doll
- ctrl-click an item to try it on: the dressing room dresses your double, and shift-click posts the item link to chat
- the pet tab lands in the character window: paper doll stats, family and diet, the right-click menu, and dropping food on the pet feeds it
- water-only spells refuse on dry land: aquatic form gates to swimming, client-side like the real one
- the macro icon picker's white squares get their art back, and option rows explain themselves on hover

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-07 16:02:21 +07:00
SamandClaude Fable 5 77dc8f8ead pets get their action bar, macros arrive, and hunters draw the bow
- a hunter's or warlock's pet has its action bar now: attack, follow, stay, the pet's own spells with cooldowns and autocast sparkles
- the macro system lands: the macro window, the icon chooser, /cast and /macro, and macros dragged onto the action bar
- hunter shots look right at last: the bow draws and releases on the shot, and the arrow lays a spark trail its whole flight
- the options window re-dresses in 1.12's own art with the classic dialog look, and gets a working search box and clickable steppers

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 19:03:13 +07:00
SamandClaude Fable 5 060aa574fb dark doorways light up, and the Audio and Graphics pages land
- a building's transition corridors carry the reference's bright-doorway fade: the black tunnel between sunlit outside and a lit interior is gone
- the Options window gets its first real pages: seven 1.12 sound rows on Audio and the two 1.12 Video Options sliders on Graphics, all live CVars
- terrain culls like the real client: the ground is one-sided, so from underneath you see through it exactly as 1.12.1 does
- the beam system's data plane lands: 48 live chain, drain and funnel beams read off the real patch chain, with a byte-exact wire golden — the renderer follows

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 18:54:47 +07:00
SamandClaude Fable 5 906e997aa6 click your mount again to dismount, and the poof puffs
- clicking your mount item while mounted dismounts you, and the mount icon no longer wears a stack "1"
- the horse appears and you're simply in the seat pose with the mount's cloud puff, no spellcast finishing over the saddle — and dismounting cuts clean to standing, no phantom jump-landing
- a mounted rider counter-turns head only, item-targeted spells show the targeting cursor, and the wrong thing in a quiver says "Only Arrows can be placed in that."
- liquid lookups ride a spatial index, and the camera's waterline comes from the client's own corner probe

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 17:54:27 +07:00
SamandClaude Fable 5 2d83c8392c mounting keeps your buff visuals, and tooltips say the enchant
- the mount transition re-seats the rider instead of rebuilding them: shield glows, weapon enchants and worn visuals stay lit through mount and dismount
- an enchanted item's tooltip carries its enchant line, coloured per slot, with a temporary enchant's countdown
- a server refusal with nothing to say now says nothing: the raw "Inventory error" debug line is gone, real refusals still print
- the mail icon clears when you close the mailbox, and translucent models classify against the water plane

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 17:53:22 +07:00
SamandClaude Fable 5 a3c5b20698 breath and fatigue bars, combo points, and a stun stops everything
- the breath and fatigue bars are in, driven by the server's timers
- combo points show on the target frame, rogue and druid only, per target, and Overpower lights on them
- a stun freezes turning too, and gm fly over water stays in the air
- /sit and the shipped slash commands work, sheathing sounds like the weapon's material, and the bar never holds an outgrown spell rank

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 18:01:15 +07:00
SamandClaude Fable 5 143a734b91 slow fall, levitate and water walking work, and Z sheathes your weapon
- the granted movement modes are one system now: slow fall slows, levitate hovers, water walking holds the surface, a root pins you even mid-air
- casting while moving refuses with the real error, and a jump cast plays its animation in the air
- Z cycles melee, ranged, stowed, every landed swing draws the weapon, and Alt-Z hides the UI
- login faces where you logged out, and the dev shortcuts moved to Ctrl+Shift off the Windows key

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 18:00:46 +07:00
SamandClaude Fable 5 76cc038998 zone discovery says so, and tile crossings stop churning
- crossing into a new zone lands the whole discovery moment: the "Discovered" toast, the experience line in chat, and the race-keyed jingle
- crossing a tile boundary no longer recycles a whole row of terrain: a keep-band holds what you just left, unloading is budgeted, and fresh requests stagger instead of bursting
- a sheath swap moves the weapon (and its sparkles) to the new slot instead of rebuilding it, and a fading model now dims its own effects with it
- pressing the cast button again cancels the cast, and a form that can't cast a spell refuses it locally instead of round-tripping the server

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 17:00:40 +07:00
SamandClaude Fable 5 56c62c7591 point-and-click casting: Blizzard lands where you aim
- ground-targeted spells work end to end: press the button, get the targeting cursor, click the ground, and the cast ships on the wire the way the real client sends it
- a reticle sized to the spell's real radius rides the cursor, and on the click the storm model, falling shards and area sound all land at the point
- character screens: a newly created character comes back selected on the list, and the authored layout scales to small windows instead of clipping the bottom controls off
- blob shadows ride their receiver's clip transform and the raster bias that kept them faint is measured and fixed

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 19:40:05 +07:00
SamandClaude Fable 5 fd54ea9197 walkers keep walking, and dungeon entrances stop dropping you
- A creature that was already walking when it came into view stood frozen at
  its spawn point, then teleported — up to a full wander leg, 30 yards in the
  worst measured case — when its next movement packet arrived. The create
  packet carries the live path (where the unit is along it, how much is left)
  and we parsed all of it into the void. The unit now joins its walk exactly
  where the server has it: measured before/after, 13% of movement starts were
  over-a-yard teleports, now effectively zero.
- Walking into Zul'Gurub or Stratholme through the portal dropped you straight
  through the world. The landing check asks "is there a floor under me?" — but
  on the arrival frame the loaded world is still the map you just left, and an
  instance entrance is a copy of its outdoor ground at the same coordinates,
  0.23 yards under your feet. The old floor said yes, then despawned. The hold
  now waits for the destination's own ground to arrive, and a world that never
  arrives keeps the loading screen instead of dropping you into the void.
- Same fix covers a decoder hazard found on the way: a plain two-point path
  announces two points but ships only the destination, and trusting the count
  over-ran the packet — it never fires on our server's pathfinder, but now it
  can't.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 19:38:01 +07:00
SamandClaude Fable 5 2c55790ec1 portals work, GameObjects animate, and the tent stops flickering
- Area triggers exist now, so portals work: every teleport pad, dungeon entrance
  and enter-a-place quest volume reports the reference's own way — one exit latch,
  first containing volume on the map wins, a sphere or a yawed box. Verified live:
  Rut'theran to Darnassus, the Deadmines worldport, and a level-gated entrance
  refusing with the server's own "You must be at least level 10 to enter."
- GameObjects animate. Every animated object arms its idle the moment it goes live
  (doors and chests used to flash bind pose for a frame), a missing rest pose is
  remapped the way the reference remaps it instead of playing nothing — the
  Ahn'Qiraj gate's root tangle stood frozen for want of a Closed clip — and the
  state machine covers the verified twenty of thirty-one object types instead of
  three: fourteen hundred spawns' worth of traps, goobers, books and questgivers
  now change pose off the wire.
- The flickering tent is still. Cloth you can see from both sides is authored as
  two reversed copies of the same sheet, and the real client backface-culls each
  copy from its wrong side so exactly one covers any pixel; we drew every building
  batch two-sided, which left the winner to floating-point noise, flickering while
  the camera crept. WMO materials now honor their cull flag.
- A sweep of long-standing visual bugs: effects respect the far-clip wall — a
  ferry's deck lanterns were drawing from 7,000 yards away; the night-elf eye glow
  goes out in first person instead of leaving two orbs burning in mid-air; the
  goblins' stray white hair tuft is gone (a duplicated table key resolved last-wins
  where the client scans first-wins); lava and slime finally have their own
  submerged view — the dense fiery orange and dense green of the real thing, off
  two fixed lighting rows nothing in the zone data points at; and the far-horizon
  band overlaps the detailed terrain instead of leaving a strip of sky at lowered
  view distance.
- Two caught at the keyboard: the backpack icon greys instead of vanishing while
  the escape menu is up, and the world map is a real panel now — it can no longer
  open over the menu, and ESC closes it first like everything else.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 19:20:51 +07:00
SamandClaude Fable 5 c887170b37 the social window, the escape menu, and items that work from the bar
- The social window: friends, ignore and `/who`, in the reference's own two-level
  arrangement with its inner tabs and per-row right-click menus. The lists ride the
  real wire — guid-keyed with no names, resolved through the name cache, and capped
  at 50 friends / 25 ignores because those are the client's own caps — and the
  ignore list does its actual job: an ignored speaker's chat is dropped silently, a
  whisper additionally tells the sender, and a duel challenge is auto-declined.
  Guild ships as a disabled tab, which is what a guildless character sees.
- The escape menu: ESC's last rung finally opens something. The game menu lands at
  the reference's own size and ladder, and leaving works — logout and quit with the
  server owning the clock (instant at an inn, refused in combat, or the 20-second
  countdown), narrated by the real camp/quit dialogs. While the menu holds the
  center nothing else opens, and the bag bar greys out under it.
- Items on the action bar act like items. An equipped trinket was a dead button;
  the reference's use law is two stages — not equippable means use, equippable and
  already worn means use in place — over its exact search order (equipment first,
  then the bags, then the backpack, then the keyring; never the bank). What can go
  on the bar is now the reference's own two filters, byte-read: an item with an
  on-use spell or one you can equip, and no passive spells — and dropping a passive
  there speaks the real client's own line, "You can't put a passive ability in the
  action bar."
- A quest-starter item opens its quest instead of "The item was not found." The
  question goes to the item's own guid, never through item-use — which the server
  refuses for every one of the 215 quest-starter items — and refusing the quest
  says what the client says, then closes the window.
- For the toolbox: a pixel pick that reports everything under the cursor all the
  way back, a lens that says which render phase a draw landed in, and switches that
  separate "discarded" from "lost depth" from "never drawn" — built while cornering
  a flickering tent, whose fix ships in the next snapshot.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 19:19:06 +07:00
SamandClaude Opus 5 959fb8ba08 duels, inspecting other players, and water that ends at the bank
- Duels. Challenge another player from their right-click menu, or with `/duel`, and
  `/forfeit` to give it up. Both popups are there — the challenge you accept or decline, and
  the warning when you leave the field — with the flag countdown between them, and the outcome
  printed in chat when someone is knocked out or flees. Read off the reference client's own
  duel packets and the three globals it keeps client-side, which is why the challenger reads
  "You have requested a duel." even though the server never echoes that back.
- Inspect. Right-click a player and open their paper doll: their nineteen publicly visible
  equipment slots with icon, name, quality and a linkable item, and their body standing in
  the pane, which follows along if you retarget while the window is open. No stack counts and
  no durability — those are not fields another player publishes, which is exactly why the
  reference client's inspect doll has never shown them either.
- Water knows where it stops. Swimming used to trigger in the dry tunnel thirty yards under
  Stormwind's canal, and in mid-air over Blackrock's lava. A liquid is now the grid the map
  file actually stores — one wet flag per cell, and the surface height a bilinear over the
  four corners of the cell you are standing in, the same sample the reference client takes —
  so the water starts at the bank and its surface sits where your eye puts it. Lava is a
  liquid you swim in, an indoor liquid asks the building you are inside, and `/liquid` prints
  every surface claiming your feet and where each one came from.
- Creature parts authored to appear only on death — the voidwalker, the banshee, the ooze,
  the stone elemental, the infernal — were drawing the whole time: material alpha now bakes
  per animation sequence and the unit lane actually evaluates it. The character and inspect
  model panes are lit by the reference widget's own single light instead of blowing out white,
  the rotate arrows spin while you hold them, and the transparent sort ladder had its sign
  backwards, so overhead names draw over water again instead of being painted out by a canal
  behind them. Underneath, the protocol writer's 95-verb drawer and its thousand-line spell
  module split into per-family files — no behaviour change, just a tree you can find things in.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-25 18:22:05 +07:00
SamandClaude Opus 5 c48d8c6b7e other players walk the world, and NPCs speak your name
- Other players walk the world. A watched player's motion between server updates now runs through
  the same grounded movement resolve as your own character — same capsule, same colliders, same
  step-up and ground election — so they follow terrain every frame instead of every packet, and
  stop at a wall instead of walking into it and being snapped back. Their jumps are swept against
  the world too, and a standstill jump steered mid-air reports that steer, the one mid-air press
  the reference client broadcasts rather than defers.
- The move relay rebuilt: relayed moves ride a per-unit chain on real time, a due move never jumps
  ahead of its unit's queue, and SMSG_COMPRESSED_MOVES — the batched carrier the server sends under
  load — is decoded rather than skipped. Our own send path now matches the reference client's:
  facing streams while moving, Nagle is off so each packet is one write, and the strafe axis nets so
  left and right can never ride the same packet.
- NPC and quest text speaks the whole $-macro grammar, carved from the reference bytes — your name,
  class and race, the gendered forms, and the server's live world states — and the same
  substitution feeds gossip, quest text, the quest log and unit frames. Greetings are a weighted
  draw, rolled per NPC per open, and a quest giver with no quest to give is no longer clickable,
  where it used to open a dialog holding nothing but a placeholder greeting.
- Spell tooltips finish the reference's line law: cast time and cooldown behind the real passive
  gate, the required tool or form, the reagents block, the chance-to-X line, a multi-bit
  equipped-item requirement named properly instead of by raw bits, and a buff's dispel class.
- The UI layout engine got a dense, reusable anchor solver, and a change gate that skips the resolve
  entirely on frames where no layout input moved — in practice, almost every idle frame. Pets are
  named by their pet number rather than a creature-template entry, so the client asks the query the
  server can actually answer. And the asset extractor grew a stray-geometry census for tracking
  down geometry that renders where it should not.

This snapshot replaces the six dated `sync` commits that stood here before it, whose subjects said
nothing but the date. If you cloned before now: `git fetch && git reset --hard origin/main`.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-25 14:57:54 +07:00
SamandClaude Fable 5 2ad0043523 benilla: initial public release
A from-scratch World of Warcraft 1.12.1 client in Rust + Bevy.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 14:27:01 +07:00