Commit Graph
209 Commits
Author SHA1 Message Date
SamandClaude Fable 5 d245535e68 the HUD becomes UIParent's child, and cinematics fade through black
- the transcription had dropped parent= on 72 declarations the reference carries (37 to UIParent, 28 to the action bar's art frame, 7 more), so the HUD was a field of top-level frames and UIParent:Hide() reached almost nothing — which is why a cinematic had to hide the UI at the draw level and then special-case the pointer; both workarounds are deleted and the HUD hides through the reference's own route; restoring only the UIParent half would have been the dangerous part (draw order is one flat sort, so a partial restore lifts frames over the neighbours they carry), and manifest order turns out to be load-bearing — a parent name that doesn't exist yet is silently ignored, so UIParent.xml moves to the reference's own slot with a test that fails if anything declares a child first; the chat still drew over a fly-by after all that, because the reference parents the chat windows on their TEMPLATE, invisible to a name-for-name diff when both sides rename — two declarations fix it, and the sweep that replaces the method loads the whole shipped manifest, fires CINEMATIC_START and asserts the survivors are exactly three: 91 frames visible before, 3 after, and the count comes back on stop
- every cinematic boundary cuts through the reference's 0.25 s fade to black, and the next step hangs on the fade's COMPLETION, not a delay — the shot boundary is exactly where the reference does a blocking terrain load, so a delay-driven cut shows through a hitch and a completion-driven one cannot; and a fly-by now ends into black instead of a ~0.3 s loading cover: the reference raises no cover on that path, it holds black while the ground under the player loads back, so ours holds black while the stream catches up — budgeted, never an unbounded wait
- the death arc keeps its promises across a relog: the body's own state machine now dies with the session — re-entering the world as a ghost used to match no arm of the world-edge machine, so the corpse query never went out and "Resurrect Now" stayed down until the next death; and a corpse wears its owner's guild crest — the corpse descriptor carries the guild field and resolves through the same crest cache a living tabard does, where ours dressed the body crestless
- the char-select ghost gets its body kit: the screen resolves the state kit of the very "Ghost" aura a released ghost rides in the world — tint (140,185,253), alpha 0.5, and the Ghost_state wisp model at the body's attach point, pinned by a golden that decodes the row out of the shipped DBC; the airborne model is corrected before its fix lands — the address six comments called the gravity integrator is really the fall-velocity query, and a knockback is unsteerable because its launch PLANTS the forward bit, not because the arc is airborne (our guard was a velocity proxy, so a near-zero-speed knockback steered from frame 2); and the hover inspect card now decodes a picked part's mesh tag — alpha, rig slot, and both readings of the lighting payload side by side — turning a rebuild-and-two-probes hunt into a hover

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:13:31 +07:00
SamandClaude Fable 5 a6e8929f18 the resurrect prompt is a 40-yard latch, and a corpse names itself
- the "Resurrect Now" prompt was never a click: release sends the corpse query, the position is cached, and a per-frame range check (d² ≤ 1600 — 40 yards) raises CORPSE_IN_RANGE, whose Lua raises the prompt, whose button sends CMSG_RECLAIM_CORPSE — a chain we already ran at exactly 40.0; what we were missing was the bones gate: every one of the reference's three latch writers requires the corpse's bones bit clear as well as ownership, and RetrieveCorpse itself carries no guard at all, so our reclaim guid could have named a pile of bones — the gate is in now, at create and on the in-place flip
- a corpse publishes a mouseover: the "Corpse of %s" name plate and the +64 brighten, applied before the publisher's type switch with no type test — any real body qualifies, owner irrelevant, only a bone pile with nothing to take is dropped — and it fires no event, so UnitName("mouseover") over a body stays nil, here as there; sitting refuses the corpse loot click with the client-local red not-standing error and no send; and the insignia doc is corrected — bit 5 unlocks spell 22027 "Remove Insignia", the corpse's actual PvP flag is bit 2, and there is no skinning of players in 1.12.1
- the size tripwire counts code, not lines: 145 flagged files → 15, because in this codebase the comments are the knowledge base and the tests are the gate — one flagged file was 4357 lines of which 5 are code, another 1566 with ZERO — so the budget (unchanged at 1000) now counts non-test, non-comment source, calibrated so the one split on record that actually mattered still fires

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:12:49 +07:00
SamandClaude Fable 5 7e20feb770 nothing plays over a cinematic, and a lootable corpse sparkles
- the music slot refuses everyone while a cinematic runs: the suppression was checked at two of the four callers, and the other two — the zone intro fanfare and SMSG_PLAY_MUSIC — played over the narration to their end, the fanfare even stamping its once-per-cooldown play under a shot you couldn't hear it through; the guard moved into the slot itself, the reference's own shape (its music pump dies at its own first instruction), and the narration now holds its own line in the voice budget, where before the client believed it had one more free voice than it did for the length of every cinematic
- zone chat channels stop rejoining under a cinematic: the join walk reads the streamed area, which during a fly-by is wherever the camera is, so joins fired against zones the player was only looking at; the reference gates exactly this at two sites and rejoins once at the end — which our still-armed walk now does by simply falling through on the next frame
- a lootable corpse sparkles: the reference watches the corpse's dynamic-flags loot bit and spawns its hard-coded "Loot Art" effect row — Particles\LootFX.m2 at the body's attachment point, no scale, colour or lifetime set, the asset's own emitters being the whole look — the same asset at the same tag our lootable dead units already wore, so both share one arm; the corpse ground decal, meanwhile, is (almost certainly) dead code; and the probes see a corpse as its own entity kind again — the death probe had been identifying it by a heuristic a refactor outdated, so it failed runs whose wire was entirely correct
- the player controller splits along its concerns: one 1705-line function becomes six modules (the netted axes, posture, transport riding, the move-flag words, writing the frame onto the body, and the frame order itself), player.rs 2093 → 438 lines with zero behaviour change — checked by a source-line multiset and a live A/B of the same scripted key drive producing the identical opcode sequence and flags (walk 7.000 vs 6.978 yd/s, phase not physics)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:12:30 +07:00
SamandClaude Fable 5 6e3a67e039 your corpse answers the mouse, and a cinematic's last holes close
- a corpse is a body you can hover, cursor and click: it enters the same ray pass as units with the winner switched on type at publish (the reference's own shape — one trace over every object), the cursor classifier is transcribed whole (lootable-by-me → the pickup cursor, grayed by range; else the insignia leg behind the learned-skill latch; your own body falls through to the clear), and right-click is "not mounted AND lootable" → CMSG_LOOT; CORPSE_FIELD_FLAGS bit 5 is the PvP insignia flag, not "reclaimable" as an old note had it; the widening also caught that a GameObject anywhere on screen could steal the click from a nearer corpse, and that a left-click on a body cleared your target as if you had clicked ground
- the cinematic sweep closes eleven holes: a shot plays its sequence band's WIDTH, not its end — two shipped fly-bys band away from zero and ran long with their opening frames frozen (the Night Elf intro measured 102333 → 102000 ms); CMSG_NEXT_CINEMATIC_CAMERA announces every shot, the first included — the old "between shots" reading meant it was sent NEVER, since every 1.12 sequence row carries exactly one camera; the ack invariant is stated once (one CMSG_COMPLETE_CINEMATIC per accepted trigger, over-acking tolerated, under-acking never — a dropped ack despawns the world around you until relog); the hardware cursor hides for the shot; and the music cut lands in the frame that starts it — it was one frame late, exactly long enough for a first login's zone fanfare to start under the narration and be stamped as played
- RunBinding exists, and a fly-by stops handing the world its mouse: CinematicFrame's OnKeyDown hands the SCREENSHOT chord back to its binding through RunBinding, a global we never had, so every press during a fly-by raised and took no picture; and the mouse was fully live under a shot — right-drag turned the character, clicks picked targets through the flying camera, both buttons walked the body — so the pointer now reads as over the UI while a shot plays
- AdvanceTime and ReplaceIconTexture are carved off the bytes: AdvanceTime really is a no-op in the reference (its one reachable call is mov eax,1; ret), ReplaceIconTexture is a material swap over a model's type-14 texture slots that stores nothing on the widget, and SetModel(nil) RAISES — the "documented clear" our binding claimed was invented, not read; and the addon roster now says WHOSE package is short when a .toc names files the folder doesn't hold — nine of the corpus's twenty-nine load failures are the addon's own manifest, which the real client also shrugs off ("Couldn't open %s", carry on), so they stop reading as our defects

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 19:55:36 +07:00
SamandClaude Fable 5 f6f2af3da9 the combat log's wire completes, and PlayerModel is its own class
- the combat log's last eight wire bodies decode — PARTYKILLLOG, SPELLINSTAKILLLOG, PROCRESIST, SPELLORDAMAGE_IMMUNE, SPELLDISPELLOG, DISPEL_FAILED, ENCHANTMENTLOG, SPELLLOGEXECUTE — each layout read off vmangos's own writer and pinned by a byte-exact golden (DISPEL_FAILED carries no count, the list runs to the end of the body; SPELLLOGEXECUTE's POWER_DRAIN row is (amount, power, multiplier), verified at the client's bytes as well as the server's); with the eleven chat types that were waiting on them, 44 chat types become 55 — 29 sentence families, the death pair and the aura rows riding descriptor diffs because 1.12 has no "unit died" opcode, plus the six trailers ((glancing), (30 blocked), (12 absorbed) and kin) that had been missing from every family; also corrected: the durability-death line was going to the red error frame with hard-coded English, and SMSG_SPELLNONMELEEDAMAGELOG lacked its split-damage branch and its blocked wording
- PlayerModel is its own frame kind: SetUnit, RefreshUnit and SetRotation were published on Model, but they belong to the <PlayerModel> method table (0x84f1fc), and the client's lookup chains derived → base only, so a plain <Model> can never reach them — they got there from a strings scan read as ownership, and a strings hit answers whether a name EXISTS, not who owns it (SetUnit's one pooled string is referenced by the PlayerModel and GameTooltip tables and by no Model entry); the new PlayerModel → Model → Frame → Region chain unblocks CreateFrame("PlayerModel"), which is how pfUI builds every unit-frame portrait — and through pfUI, pfQuest and ShaguDPS
- a nil where a number goes is four shapes, not one law: a census of all 408 widget-registrar entries found 62 numeric positions that validate-or-raise, 43 that gate then stage an alternate, 64 that silently coerce to 0.0 and 5 that gate then store nothing — so SetMaxLetters(nil) completes and stores 0, "no limit" (the argument COUNT is checked exactly, the type is not), and the backdrop colour setters are asymmetric on purpose: a nil r/g/b channel is 0.0 but a nil alpha is OPAQUE, and reading every nil as 0.0 would have turned those borders transparent; both setters now also quantize ×255 into the packed 0xAARRGGBB byte quad the client actually stores, so 0.09 reads back as 23/255
- two more addon-killers: LIGHTYELLOW_FONT_COLOR_CODE was the one missing line of Fonts.xml's seven-line colour block (aux-addon concatenates it at file scope and died on its own first line), and the guard now enumerates the whole block l.4-20 instead of the names an earlier round had noticed absent; and the unit frames publish the reference's names — 1.12 has no *PowerBar anywhere, every bar is ManaBar and the colour table is ManaBarColor (8 of the top-20 addons read it by name), so ManaBarColor is the published table our own bars index into, with 22 more regions renamed to the reference's own

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 19:54:58 +07:00
SamandClaude Fable 5 b46cb7e338 the chat dock exists, and alt-arrow keys are declined not swallowed
- the chat dock is a list, not a hardcoded pair: DOCKED_CHAT_FRAMES, SELECTED_DOCK_FRAME and the FCF verbs — DockFrame, UnDockFrame, DockUpdate, SelectDockFrame, SaveDock, SetTabPosition, Close and the button-side trio — are transcribed from FloatingChatFrame.lua, and every "for i = 1, 2" moved to what it meant, the dock or every window; the dock seeds at load from the window record's own docked byte handed to FCF_DockFrame, whose first line IS the reference's early return — transcribing the function that answers the way the reference answers, where an empty stub "because we have no dock" would have been the bandaid; its unconditional re-lock cannot clobber an unlock you saved, because the stored look is applied last; pfUI's RefreshChat now runs end to end
- ignoreArrows is alt-arrow mode, and the arrow is DECLINED, not swallowed: the reference's edit-box handler returns unconsumed on an arrow key, so the walk carries it past the box and it runs TURNLEFT — the whole feature is steering while the chat box holds focus, where the old reading left the arrows dead; holding Alt resumes the caret; SetAltArrowKeyMode and its getter land with the reference's own quirk that a missing argument enables while nil disables (the getter answers 1 or nil, never a boolean), SetIgnoreArrows turns out not to exist in 1.12 and is unpublished, and the binding pass gets a named four-key exemption rather than a hole, because the handler consumes every other path
- pfUI's square minimap is actually square: Minimap:SetMaskTexture makes the disc's mask state instead of a load-time constant — write-only from Lua, as shipped, no invented getter — where an empty path restores the round default and a failed load keeps the current mask and warns, because either mistake would otherwise hand a mistyped path a silently square map that looks like a feature; and MiniMapBattlefieldFrame grows the Border and Shine regions beside its icon, on the reference's own layers — icon on BACKGROUND, ring on ARTWORK above it, the only order a ring around an icon can draw in — which pfUI hides unguarded to sit the icon flush

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 19:51:11 +07:00
SamandClaude Fable 5 ac74c98c15 knockback is a jump the server aims, and tabards wear their guild crest
- knockback is a jump whose seed came off the wire, not a server spline: SMSG_MOVE_KNOCK_BACK's four floats are exactly the MovementInfo jump tail in a different order (speedZ down-positive — a rising launch carries a negative value, the sign vmangos's own source marvels at), flown at the same take-off site as the keyboard jump and acked with the post-launch pose, which the server matches float-for-float within 0.01 before relaying to anyone; it is the one take-off that seeds BOTH axes, absolute in world XY, so it skips the arm that would hand the momentum back to a held key and reduce the whole knockback to a hop; root refuses it silently, a seated player stands up first, no MSG_MOVE_JUMP goes out — that packet is the keyboard's, and vmangos logs a jump at knockback speed as an overspeed cheat — and MSG_MOVE_KNOCK_BACK turns out not to be dead: an observed knockback replays as the arc it is
- your guild crest reaches your tabard: the three GuildEmblems layers — background, border, emblem, on both torso tiles — belong to no equipment slot, so the body composite never wrote those cells and every guild wore the Guild Tabard's own default art; the install is gated on a display flag only seven of 29,604 rows set, of which exactly one is worn by any item — which is why every battleground and Argent Dawn tabard keeps its own art; the five wire indices are signed, because an undesigned guild carries −1 in all five and the client refuses to paint on the first −1 (unguarded, the commonest guild state on a young realm would have worn a blank tabard); the emblem keys the skin cache, so two guilds in the same tabard display cannot lend each other crests; and a guild tabard's background hides the bra where a plain tabard does not — it is a cutout, 79.5% opaque off the shipped art, and what shows at the sides is bare skin
- a fly-by is framed by the world camera, not the M2 camera record's fov: a census of every reader shows the record's fov and clip planes reach only the portrait and Model-frame paths — nothing on the cinematic path reads any of the three — so fifteen of the sixteen shipped shots were rendering at HALF their intended vertical FOV, visibly over-zoomed on every race intro but the Undead; the fix is a deletion, and it dissolves a standing puzzle: the authored 0.22 and 27.8-yard "clips", which would render the dwarf intro's mountains as empty sky, are not clips at all on this path — two floats nobody consumes look exactly like that
- 104 of Onyxia's lava traps stood on an interior floor classified as outdoors, taking the day/night sun inside a windowless lair: a GameObject's light node anchors at its model's AUTHORED bounding-box centre, and the trap's box reaches 98.42 yd past its bind pose — the anchor sits ~40 yd under the chamber floor, where a downward ray finds nothing above it to claim; the reference recovers with a 1000-yd upward retry at the claim itself, which benilla had only at the colour sample, so the verdict was decided before any colour was read; all 104 now classify interior, beside the 26 rocks and 119 eggs that always did — and the drowned-corpse pose came back from its cross-check confirmed at the bytes (a strict liquid-depth test at exactly two-thirds of a yard, Dead or Drowned), with the two reference-side notes it contradicted corrected over there

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 19:50:50 +07:00
SamandClaude Fable 5 f3ecb5c968 a cinematic holds your body, and all seven chat windows exist
- a cinematic holds the body while the camera flies: the streaming focus follows the eye — a Tauren's intro opens 1741 yards from the body — so the body's own ground unloaded under it and it fell (z=59.4 to −62 in four seconds, the server yanking it back); it now takes the same hold a teleport takes, released when the focus comes home to a resident tile, and the loading screen stops covering the fly-by, because "the player's ground is missing" is not a load while the eye is deliberately elsewhere; the letterbox measurement prints as an ordinary info line, and scripts/cine.sh plays any one cinematic and prints what the client did to the world while the camera was away
- a cinematic cuts the zone music: the reference asserts exactly what /console EnableMusic 0 asserts, through the same setter — a cut, not a fade, the music pump dead for the duration, resume at +3.000 s — and benilla asserts the runtime flag, never the CVar, or quitting during a 102-second intro would save your music off for good; ambience is deliberately untouched (it has the analogous flag and the cinematic never writes it); the narration has no category at all — its flags route it around every volume slider but not around the Enable Sound Effects gate, so unchecking that silences it — and the listener follows the cinematic camera for the duration
- addons can walk a UI they did not build: GetChildren/GetNumChildren/GetRegions/GetNumRegions land — the basis of the whole reskin genre, and the wall four of the twenty most-installed 1.12 addons died on: pfUI drew nothing before and now paints 495 quads, ShaguDPS 71 → 566, pfQuest 3 → 498 — with the reference's own quirks: the title region is NOT in the list (its creation path never reaches the region linker), hidden regions are returned and counted, oldest first; the Model widget gets its Lua surface (SetModel, SetSequence and siblings, read out of the shipped image, where SetRotation and SetFacing are two names for one slot); and the Minimap carries the nine engine-created Model children no XML declares, built before the frame descent, the ninth being the player arrow Questie indexes as ({Minimap:GetChildren()})[9]
- all seven chat windows come from one template, tabs and scroll buttons included — whether a window is shown has nothing to do with whether its globals resolve, and pfUI reads every piece of that furniture for all seven, unguarded; isDocked only on windows 1 and 2 (the chat-cache's own DOCKED byte), SELECTED_CHAT_FRAME seated beside DEFAULT_CHAT_FRAME (the window you last picked vs the one FrameXML prints to), and the four per-window fields ChatFrame_OnLoad seats; two more one-name walls fell — a Button's label answers to its second spelling NormalText, which KLHThreatMeter's column headers die without, and ABANDON_QUEST_WITH_ITEMS is declared because a dialog table is read at load whatever the client later shows, leaving Questie with zero errors of ours — and the addon harness gains --probe/--eval, one addon's VM answering a question in ~5 s instead of a 90 s corpus run

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 19:50:08 +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 c827813351 cinematics play, and a lit particle stops brightening as you turn
- cinematics play: `SMSG_TRIGGER_CINEMATIC` resolves through `CinematicSequences.dbc` → `CinematicCamera.dbc` → a `Cameras\*.m2` whose camera record is an eye path, a look-at path and a roll — cubic tracks with the full step / linear / Bézier / Hermite dispatch the bone loops collapse to step-or-linear (every shipped fly-by is Bézier), planted at the row's origin and facing (`Rz(+facing)`, checked against vmangos's own waypoint table: 8.5 yd mean on the human path, 154 with the other sign); FOV is per shot (the Undead intro authors 90°, the rest 45°), roll is authored around whole turns, the flight ends at the sequence band's end, a trigger arriving before the loading cover lifts is latched and started when it does, ESC skips through `CinematicFrame`'s own `OnKeyDown` (`StopCinematic` has zero native callers), and every path acks — natural end, ESC, or an unresolvable trigger immediately, as before; `.debug play cinematic <id>` replays any of them
- a cinematic hides the HUD — `UIParent:Hide()` reaches nothing here because the HUD frames are not its children, so the ALT-Z draw-level hide is used and the letterbox moves out of FrameXML onto Bevy UI nodes where that hide cannot reach it, recomputed per frame (bars only wider than 4:3, the picture cropped to 2:1) — and the restore only un-hides a UI this module hid
- a lit particle's normal is world up, one constant per draw, not camera-facing: Onyxia's always-on floor haze read about four times brighter from a level camera than from above because the shader dotted a to-eye normal against a fixed light; the reference uploads row 2 of the view matrix — world +Z carried into eye space — on every vertex and carries the light into the same frame, so the rotation cancels; 400 lit emitters (the waterfalls, chimney and campfire smoke, Westfall dust, Dun Morogh snow) stop brightening and dimming as you turn
- the `play` profile drops ThinLTO — rustc #86049 was intermittently poisoning the incremental link with `_anon.<hash>.llvm.<id>` symbols promoted by an earlier compile (48 unresolved across 7 codegen units; 1065 such symbols → 0 after) — and `benilla-formats` stops taking `image` with default features, which had been compiling a complete AV1 encoder into a crate that writes two PNGs: 499 → 466 workspace crates

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:24:50 +07:00
SamandClaude Fable 5 6710b31a82 scrolling chat brings lines back, and Onyxia's lava traps spurt again
- every chat scroll re-arms the displayed lines' fade — up, down, top, bottom, page up/down, and a no-op scroll at the bottom too, which is what clicking the arrows on an already-at-bottom chat does; a line at alpha 0 was unreachable for the rest of the session (play two minutes and the chat was empty and stayed empty), because "scrolling off the bottom freezes all fade countdowns; nothing un-fades" had been read as a law about the class when it was a finding about one function's gate; the displayed set only, never the whole ring, with the frame's current defaults, as the reference's re-arm writes them; there is no hover reveal — the scroll re-arm is the whole mechanism; and the fade ramp reads the un-rounded countdown, not the stored f32
- the GameObject animation arm rolls a variation: Onyxia's 104 lava traps and 26 falling rocks author Stand twice — a 29491 : 3276 chain whose second take is the `LAVALUMP2` ember burst — and the arm is issued with `variationIdx = −1`, a weighted random walk of the alias chain, where we resolved the chain head every time (215 emitters, every one at live = 0); and a resting substate re-arms itself through the model's completion callback, so the roll is re-taken every window for ever (~867 ms for the traps) — 45 emitters firing and 1299 live particles at +25 s, a standing field rather than a one-time flurry; 72 of 1582 GameObject models author such a chain (the fish schools, the AQ fireflies, the plague cauldrons, lanterns, mugs) and every one was playing take 1 of N; `benilla-extract goanimscan` censuses it

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:23:44 +07:00
SamandClaude Fable 5 55b40b5257 names persist, the GM notice is a toast, and the target reads Dead
- the name cache persists to `benilla-config/cache/<realm>.tsv`, because the reference's `namecache.wdb` / `petnamecache.wdb` do and that is why it never sees the races we lost every time — unstabling a pet raised `Usage: SetText("text")` off an unresolved `UnitName("pet")`; the header carries magic, format, build, locale and realm and any mismatch discards the file (no checksum, no TTL: eviction is explicit only, via `SMSG_INVALIDATE_PLAYER`, decoded now and never sent by vmangos), negatives persist too, written on a 10 s debounce and at exit; a stable list also seeds the pet-name cache from the names it already carries
- `SMSG_NOTIFICATION` is the red UIErrorsFrame toast, not a chat line — `.gm on` printed twice because vmangos sends both a system message and a notification and both were rendered as chat; the stand-in dated from before the errors frame existed; `SMSG_AREA_TRIGGER_MESSAGE` moves with it on the yellow arm (its handler ends `xor edx,edx` — flag 0 — where the notification's is flag 1)
- the target frame's dead text is the GlobalString `DEAD` = "Dead" resolved through `text=` like the target-of-target frame, not the key typed into `SetText` in caps, and it takes `UnitIsConnected` so a disconnected player does not read as dead; a shipped-script sweep now refuses any key-shaped literal handed to a text sink; and the Help window is one click deep — Home's button opens the ticket text box, Auto-Unstuck sits beside it, and a ticket files as category 0, which a GM's queue names "Unknown" (a guard added days earlier refused 0 on reasoning from the enum rather than from the function that reads it)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:23:05 +07:00
SamandClaude Fable 5 0cd0a28942 edit boxes take focus the way 1.12 does, and the stable shows its pets
- the caret was a wedge in the line: it sat in flow, four units wide, so focusing a login box shoved its text right by one caret and a caret parked mid-word opened a gap; it is a zero-width seam now with the bar drawn as an overlay (a 0×26 seam and a 5×26 bar at the same x, off a node probe), the way the reference anchors its caret quad over the FontString; a blurred box collapses its selection so only the box holding the keyboard shows one; and a dialog answers only keys pressed while it was already on screen — ENTER on an empty form used to open the error dialog and close it in the same frame
- `autoFocus` defaults ON in the reference (the ctor leaves flags = 1, and every one of the ten `autoFocus` attributes in the shipped chain is an opt-out), showing an autoFocus box focuses it after its `OnShow`, and hiding the focused box releases the keyboard — the "never focuses on show" note we had transcribed came from a `call`-only census that missed a tail `jmp`; the loader's flag loop could only ever turn a flag on, so `autoFocus="false"` was a no-op, fixed before the default flipped or it would have grabbed exactly the ten boxes the reference exempts; and the EditBox does fire generic `OnChar` with the spliced string, on every typed or pasted character and never on `SetText`
- the stable master's portrait was a black disc (its session was missing from the `"npc"` token chain — the third window to ship that way, so the test is now exhaustive over every `impl NpcSession` and names the one you forgot) and its model pane draws the selected pet: a stabled pet is a database row with no world entity, so a `PortraitStandIn(display_id)` — an entity that exists only to be mirrored — feeds the existing booth code unchanged; plus the registrar's two service rows were hidden by an inherited attribute, a charter's tooltip carries the guild name and master on line 3, and the Help window drops three strings pointing at a company that stopped answering

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:22:27 +07:00
SamandClaude Fable 5 dbf9d8057b a full realm is a queue to wait in, and the login dialog is centred
- a full realm answers with `AUTH_WAIT_QUEUE`, and it used to be read as a refusal; the grammar is length-branching exactly as the reference's handler has it, so both mangos body shapes parse; the estimate is the reference's own 8-sample ring — divide before multiply, signed, no timer — whose displayed figure climbs while the queue is silent, pinned by a test so nobody "fixes" it; the dialog is the ordinary status dialog relabelled `CHANGE_REALM` (which cancels back to the login screen: no realm list exists yet), and cancelling actually leaves the queue — the IO thread used to keep its place and walk on into character select on admission
- the stable master, corrected against the binary: a stabled-pet drag rides the shared cursor at payload mode 10 (the mode census had that row's label wrong), a plain click always returns 1 and a drop always nil, the summoned pet dropped on an occupied stable slot swaps (STABLE was refused whenever both bought slots were full, silently), an unpurchased slot takes nothing, the stabled→summoned fork reads the live pet guid not the row, the client itself sends `MSG_LIST_STABLED_PETS` on the interact leg, `PET_STABLE_SHOW` fires on every list, the selection is a petNumber and every list clears it, and result codes 2–7 do nothing at all
- the login dialog's text is centred (a FontString with no `justifyH` is CENTER, and `GlueDialogText` has none), the fifteen-year-dead "see www.worldofwarcraft.com" clauses are cut at the clause, the Login click sound is unconditional (the reference plays `gsLogin` before it checks the boxes), dialog buttons play `gsTitleOptionOK`, the realmlist button's `gsClick` never existed and is `gsLoginNewAccount`, and focusing a login box selects it — a stated divergence

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:21:50 +07:00
SamandClaude Fable 5 1fd736759e guild charters: the registrar, the charter, and the twelve verbs
- founding a guild: fourteen opcodes, eight goldens (four mutation-checked), twelve engine globals, `GuildRegistrarFrame` and `PetitionFrame` — `CMSG_PETITION_BUY` is a 72-byte frame the server reads two fields of and drops in silence if short, `allowedGender` is the family's one u16, a signature is a 12-byte stride not 8, and `MSG_PETITION_DECLINE` writes the charter guid and reads the decliner's — same width, opposite meaning
- two sessions, not one: the registrar is an NPC session (closed by walking away — its show event is one of the fourteen callers of the interact latch, so the registrar turns to face you) and the charter is bound to an item guid you carry across the city; right-clicking a charter in your bags opens it, keyed on template flag `0x2000` (item 5863 has no on-use spell and no quest, so every existing item-use arm declined it)
- the byte carve came back and rescored six named guesses — three confirmed, two corrected, one refuted: `PETITION_SHOW` is deferred until every signer name has resolved (the window never paints blank rows), `ClosePetition` on somebody else's charter sends `MSG_PETITION_DECLINE` ("sends nothing" had been chosen on principle and was wrong half the time), and founding a guild is silent — no `ERR_GUILD_FOUNDER_S`, the reference emits no text at all; the four success ids go to chat and the five refusals to the red error frame, three paraphrased strings are now the shipped ones (a sweep asserts all fifteen), and the `npc` unit token had never been fed — the registrar's name banner was blank; `WOW_PROBE_CHARTER=1` drives gossip → buy → open → rename → destroy live, 10/10

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:21:00 +07:00
SamandClaude Fable 5 57b61de04b GM tickets are in, and a login failure shows the string 1.12 shows
- GM tickets, end to end: five request/answer pairs, the seven Help-window bindings, three events and `GMTicketCategory.dbc` — the ten categories `HelpFrame.lua` keys 1..10 live in a DBC nothing here had ever opened (the four `TICKET_TYPE` strings feed a dropdown 1.12 never gave a frame); the category is one byte on the wire (a u32 would shift the map id and position and file every ticket at a garbage spot), and `UPDATETEXT` carries it too, which vmangos stores and cmangos swallows as the first character of the text — faithful to the client, the divergence recorded
- the engine re-asks for the ticket after a create or update succeeds and on a status push (the ask opcode has three callers in the reference, two of them engine legs with no idempotence guard) — which is why the shipped FrameXML registers no handler for the three response opcodes and still repaints; without that leg the form stays a form for ten minutes; `UPDATE_GM_STATUS` is a signed passthrough (`0xFFFFFFFF` → −1), the five ticket verbs drain through one ordered queue because call order is wire order, and the Help micro button — drawn, hovering and a no-op since the micro menu landed — is live
- a typed wrong password reads the reference's long "check the spelling of the account name and password" (0x04 and 0x05 share one jump-table arm — the client cannot say "wrong password", and the lockout cmangos's header describes does not exist in the binary), unknown codes read "Disconnected from server" rather than "Authentication failed", and every realmd row of the old map was in the wrong one: the two login-status enums have two key tables and two dialog paths, and a server source can only ever verify the codes, never which string the client draws for them

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:20:24 +07:00
SamandClaude Fable 5 c0b7a613a9 the stable master is in, and master loot hands drops to the raid
- the stable master: `MSG_LIST_STABLED_PETS` both ways, the four mutations answered by one result byte, two slots priced from `StableSlotPrices.dbc` (500 and 50000 copper — the cap falls out of the data, corroborated by vmangos's `MAX_PET_STABLES` and the reference's `NUM_PET_STABLE_SLOTS`), rows seated by slot never by position (a petless hunter's list starts at a stabled row), slot 0 read from the wire because a dismissed pet has a row and no live unit, a re-list after every success because no result carries one, and `GetPetIcon` reading `CreatureFamily.dbc`'s icon column — which ships `Ability_Druid_CatForm` for both warlock families, asserted as shipped
- master loot: `CMSG_LOOT_MASTER_GIVE` (the slot is a byte here where the roll family's is a u32) and `SMSG_LOOT_MASTER_LIST`; the click gate is the wire's slot-type byte and nothing else — the reference never asks who the master looter is — so a MASTER row fires `OPEN_MASTER_LOOT_LIST` instead of a take and auto-loot skips every non-ALLOW row; the candidate array is bucketed by raid subgroup into blocks of five (a dense list would have filed every candidate under the wrong "Group N"), an unresolved name is nil so `UPDATE_MASTER_LOOT_LIST` has something to repaint, and a give re-checks the row is still MASTER before sending; found on the way: a master looter in another raid subgroup lit the crown on your own portrait
- `SetLootMethod` takes its third (threshold) argument; the reference's silent reset to Uncommon when it is absent is flagged and not adopted; the stable's model pane draws nothing yet — a stabled pet is a database row with no world entity, and a booth that renders from a bare display id is the next arc

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:19:45 +07:00
SamandClaude Fable 5 86ecbca9f7 a failed dial says which failure, and the sword reads the at-war bit
- "Unable to connect" now says which: an address that does not resolve reads the reference's "Invalid Login Server", a resolved address nothing answers on reads "Login Server Down", and each names the `host:port` actually dialed — resolution and connection are two operations now (a DNS failure surfaces as `Uncategorized` on macOS, so no error kind could tell them apart), and every address a name carries is tried, `localhost` → `::1` then `127.0.0.1` included
- a typed wrong password shows the login dialog instead of exiting the client, and the two auth-result enums — realmd's and the world server's — are split so a code is read against the family that sent it, with the world server's own refusal text shown for its codes
- the world cursor's fork is `CanInteract` and `CanAttack`, not a reaction-rank threshold: a Cenarion Circle NPC with no gossip showed the sword at neutral (and TAB acquired it, and right-click attacked it) because one predicate implemented twice read the standing where the binary reads the at-war bit in the player→unit direction; one byte-verified `CanAttack` is shared by the cursor, TAB, pet attack orders, `UnitCanAttack` and the action-button usable gate, the service ladder falls out to a plain pointer instead of the attack leg, and `/reaction` prints the at-war bit and the branch verdict

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:18:29 +07:00
SamandClaude Fable 5 1a051806ad a realmlist button on the login screen, and a roadmap in the README
- the logon address is the reference's own `realmList` CVar — name, `host[:port]` form and the "Address of realm list server" prompt read straight out of `WoW.exe`'s string table — persisted in `benilla-config/config.toml` and edited on the login screen: a Realmlist button in the slot `AccountLogin.xml` already reserves under the Quit stack, the current address in grey beneath it, opening the reference's own `hasEditBox` glue dialog; before this the address was `$WOW_HOST` read once at process start with no way to change it; one text field and no saved list (every client at this scale ships one field), a pasted `SET realmlist "…"` line is accepted, and the default is `localhost` because the retail host has not resolved since 2019
- the README's "Not built yet" becomes "Where it's going": what done means, no dates, and one list in probable order — the remaining basics (battlegrounds, guild charters, the stable master, meeting stones, GM tickets, master loot, cinematics), addons / options / performance as ongoing, the no-brainer VanillaFixes- and SuperWoW-class fixes, playable downloads with Linux first; not planned: other expansions, Warden
- a UI region's span comes from its content and the owner-edge fallback is deleted: the reference's resolver core has no parent pointer at all, a FontString floors at one unit on both axes, a texture takes its texel span, and a region resolves from its own anchors and span or not at all — a live census over 8772 rects: 0 stopped resolving, 923 FontStrings shrank (842 to exactly 1×1 — empty labels that had been the whole screen, or an inverted rect), 0 textures moved; and `Region:GetWidth`/`GetHeight` are the same virtual getters the resolver calls (authored value wins per axis, natural width, wrapped height, texel span for art), so a script reads the number its rect was built from

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:18:00 +07:00
SamandClaude Fable 5 66747179a1 effects ride the lift with you, and a long frame keeps you on the deck
- a rider's effects are stored in the deck's frame: standing still on the Thunder Bluff lift, a weapon enchant's streak hung four yards below the blade and through the floor, because its edges were laid down in world space while the car climbed out from under them — the reference folds the transport matrix (translate · Rz(facing), NULL on the ground) into the emitter at birth and back out at draw, so committed content rides the deck and only a boundary re-expresses it; a `RideFrame` on the rider's model, inherited down the parent-model chain the way the reference copies the transport pointer to every child each frame, one fold at birth, one at draw, one at the boundary — ribbons take it unconditionally, world-mode particle clouds take it, model-mode clouds never see it; measured on the car: streak 4.2 yd → 0.00 over a 49 yd climb, while the same rider thrown off the top streaks 0.9 → 24.8 yd on the way down
- switching away from the window while riding a lift dropped you through it: a collider moved in `Update` is invisible to `Update`'s own spatial queries until the next physics step, so on a 1 s frame the deck descended 7 yd with its broad-phase box left behind, the ground probe found nothing under the feet, and the second long frame's clamped 250 ms of gravity put them under the deck; avian's own `update_moved_collider_aabbs` now runs inside the transport chain right after the deck moves (0.03 ms p50, flat across scene density), and `WOW_STALL` injects long frames on demand, since a probe window is never throttled by the OS
- `WOW_TRAIL_CENSUS` prints each live ribbon trail's world-space spread beside its spread on the deck — the pair that separates "not riding" from "riding but not folded"; it first matched zero trails in every scene by requiring a component trails deliberately never carry, recorded rather than quietly fixed, because an instrument answering a confident zero cost an afternoon

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:17:25 +07:00
SamandClaude Fable 5 693c26d9c4 held weapons pick, book images size to their art, the panel opens again
- a unit's pick geometry is every model chained to it — body, held items, mount — one candidate per root resolving to the same unit, which is how the reference registers its pick (it walks the attachment tree and registers each model); Naxxramas' floating weapons could only be selected by their name plate before (no body, no candidate), and every armed unit gains its gear as clickable surface (our own body 12 → 21 tested parts); the broad phase stays the body's sphere, so a very long polearm on a small body is the named residual
- the selection ring's writer has two branches and we had transcribed one: a model whose stand box is degenerate (zero extent in x and y) rings at the literal 1.2 × scale — 2.7 yd under a trigger creature — instead of `sqrt(0.5·sqrt(dx²+dy²))` = 0 clamped to an invented 0.05 floor; both invented fallbacks are gone
- an HTML book image with no width/height is its art's texel square (one texel = one FrameXML unit, bit-for-bit the `<AbsDimension>` converter), not the rest of the page — *A Treatise on Military Ranks* drew its crest twice too big and stretched to the page's aspect; a texture-size oracle answers off the same decoder the renderer draws with, and an unfloated height-less `<IMG>` reserves its art's height in the flow; 797 shipped textures swept, exactly two zero-size axes move and neither is visible
- the dev debug panel killed the client on open with "Attachments have differing sample counts": Bevy's 2-D depth texture is keyed on the render target alone, so two Camera2ds on one window at different MSAA counts cannot both be valid, and the egui overlay camera had silently kept the default 4× after the player-UI camera went to Off; it now says `Msaa::Off`, and a preflight check reports any two 2-D cameras that disagree on a shared target, every run

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:16:04 +07:00
SamandClaude Fable 5 cbf77812d7 the cave hides the lake, the lifts come back, the bolt gets its width
- from inside a building the open-world water outside draws only through a doorway you can see, as terrain and trees already did — the Caverns of Time lake is gone from the cavern's ceiling: there was never a second visibility lane for open-world liquid (the old deferral said "it already has an authority"; a sweep of every visibility writer found none, so Bevy's frustum test was the lake's only gate), an ADT liquid layer is tagged exterior scene at spawn and the existing window cull owns it, one 33 yd chunk layer at a time — which the reference's bytes then confirmed is its unit too (`CChunkLiquid`, reachable only from the per-window walk, a sealed room's supply discarded not deferred); a building's own pool also rides the Map Objects toggle now, so switching buildings off no longer leaves the canals hanging in the air
- the Thunder Bluff elevators and every other Kalimdor lift were invisible for the whole session whenever you logged in on that continent: the lift arm snapshotted the current map one stage before the login frame had written it, so every lift compared itself against map 0 and hid as off-map — a lift carries no map at all now (it is only ever streamed to players standing on its own map), the off-map term stays for the boats it was written for, and `WOW_LIFT_CENSUS` prints each transport's arm state, cycle and visibility (13 transports, 11 hidden → 0)
- the lightning across Razorgore's room and Chain Lightning's mob-to-mob hop drew as hairlines: the chain renderer took each hop's cross-section as the world-horizontal perpendicular, where the reference takes `(−d.y, d.x, 0)` in eye space — the ribbon is view-plane aligned and keeps its authored 2 × halfWidth yards at every angle, so a long level beam watched from its own plane no longer thins to a line (the "a hop seen end-on genuinely collapses" note was wrong and is gone)
- a display that names a model builds even when it draws no batch — Naxxramas' Unholy Axe / Swords / Staff are an invisible stalker holding a Monster weapon, and the held weapon had nowhere to hang; the same gate was keeping 43 emitter-only GameObjects dark (house and blacksmith smoke, Ironforge's lava steam, Stratholme's embers, every firework), and a name sits at the authored PlayerName attachment instead of at the feet; and a vendor's foot-shuffle on turning to you now blends the whole way in and runs to its own clip window — a 500 ms step on 1100 of 1130 shipped shuffle records — where the latch had tested the gap left against a band sixty times too wide, and nothing ever ended the step

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:15:08 +07:00
SamandClaude Fable 5 67c0c000fb the world redraws on resize, and terrain takes its DXT blocks
- the world froze on every resize or graphics change: the backdrop was resized by writing a fresh image through the existing handle, and a mutated `Image` is a whole new GPU texture while a material's bind group is captured once and never re-captured — so the camera drew into a texture the UI never sampled, and the last frame stretched over the window forever; a resized world target is now a NEW asset (publish, retire the old one, and the UI pass forgets materials for removed images so a window drag does not leak a 46 MB target per frame), and a resized capture now matches the native render bit for bit
- terrain tile layer arrays take the DXT blocks when the tile's whole layer set allows it — one array has one format, so eligibility is the tile's, not a texture's — and the install's own census says narrow is enough: 87 % of Azeroth's tiles and 92 % of Kalimdor's pass, layer bytes 1.57 GB → 0.63 and 2.23 → 0.76; the decode-tax comment is corrected on the way past — decoding costs 8x DXT1's bytes and 4x DXT3/DXT5's, not 4x and 2x
- Environment Detail is the reference's slider, not a dropdown — row 27 of 1.12's own slider table, with the readout keeping the stop names because a bare "1" means nothing to a player — and the shipped ground cover comes off High to Medium: the x3 clutter density had been matched to a configured install, and Medium is the nearest stop no sparser than what a fresh install draws on capable hardware
- Display Mode is modern Classic's two-entry dropdown — Windowed (Fullscreen) / Windowed, a boolean at Blizzard's own source, where the three-mode list is pre-8.0.1 folklore — riding `gxWindow` so saved configs keep meaning, with the label-against-value polarity pinned by the row's first test; the Multisampling row comes off the Graphics page for now (the CVar, the device clamp and the bindings all stay): with alpha-to-coverage set nowhere, MSAA touches polygon silhouettes only, and render scale on the same page measures four times the visual change

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:16:01 +07:00
SamandClaude Fable 5 5b62b89320 trilinear ships on, and every line of text rounds once
- the texture filter is the reference's policy — two globals, one process-wide mode, no per-texture override — registered as real CVars every sampler reads: the hardcoded trilinear + aniso 8 at five sampler sites had been read off an apitrace of an install whose `Config.wtf` set `anisotropic "16"`, a configured value taken for a default; and `trilinear` ships ON, because the registrar's `"0"` is not what a fresh install renders at — first-launch hardware detection overwrites sixteen video CVars from its hardware table, both rows a real GPU can reach set trilinear, and the reference's own `gx.log` on this machine names that row — while `anisotropic` is not among the sixteen, so anisotropy stays off
- the MSAA device clamp ran before the config was read, so a saved `gxMultisample = 8` carried from a machine that offers it still killed the render thread on one that stops at 4; the ceiling is now a property of the write itself, covering the config file, `SetCVar`, the dropdown and any writer added later — and an empty device list is no opinion, so headless runs pass through
- one line, one rounding: at a fractional display scale the per-glyph snap's f32 round-trip moved half-pixel ties by an ulp, so caps and ascenders rounded up while x-height letters stayed — the letters left the baseline, the thing the reporter photographed; the line's two anchors now round once and each glyph adds integer device-pixel offsets, so a line cannot be anything but flat at any scale, proven over 15,680 layouts — and `$WOW_DPI`'s size guard, which compared a physical request against the logical size and refused every non-1x run, now reads the unit it is denominated in
- a test that panics while holding `ENV_LOCK` no longer poisons the tests behind it — one missing knob resource had reported as twelve red tests, eleven naming the mutex and none naming the bug; there is nothing for the poison to protect, since the guard's `Drop` restores the environment during the panicking test's own unwind

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:15:45 +07:00
SamandClaude Fable 5 3cc24f14be the world shrinks without the UI, and a party member keeps their face
- `renderScale`: the world renders into its off-screen target at a fraction — or a multiple — of the window while text, icons and frame art stay native; the logical viewport comes out arithmetically unchanged, so picking cannot see the scale at all, and every hand-written sampler takes the `log2(scale)` mip bias below 100 % and none above it, where the sharper mip is what makes supersampling work — measured here at 26x the world pixels for +0.02 ms, and reachable as a Render Scale row on the Graphics page (50–200 %), staged to Apply so a dragged slider rebuilds the world target once instead of thirty times a sweep
- a party member who walks out of range keeps their numbers and their face (B334): the client asks — `CMSG_REQUEST_PARTY_MEMBER_STATS` goes out on the despawn edge and for a roster member gained unseen, the same two edges the reference sends from — the record is snapshotted whole from the live descriptor at the moment the object deactivates, a never-seen member seats at the reference's 1/1 placeholder rather than an empty bar, and the raw-to-display divide happens at the read, so an out-of-range warrior stops reading ten times the rage; the portrait binds a guid-keyed bake cache built as a handover — the booth's own target image moves into the cache as its member streams out, so the face freezes with no copy and no flicker — and the self-review adds that a changed occupant is a re-bake and the record's dead/ghost bits are read
- a slider row's number sits on its label's line (B232): the readout hung off the control frame and inherited a +3 art nudge that exists to seat the groove texture — four pixels off on an eleven-pixel cap height at the reporter's geometry — so the nudge moves onto the two frames that draw the art, across eight rows on three pages, and the bar itself does not move a pixel; `$WOW_DPI` renders on a player's pixel grid, so a 1x reporter's screenshot and a capture from this 2x machine compare pixel-for-pixel

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:15:06 +07:00
SamandClaude Fable 5 d1931eed1d instruments for motion at the glass, and a macro hovers to its name
- the jitter meter measures the palette and the pixels, not just the pose: `pal` probes the rows the vertex stage actually blends (the old bone columns read a matrix the GPU never sees), `SCREEN` carries them to viewport pixels by the shader's own arithmetic, `camrot` watches the camera's rotation where only its translation had been vouching for "bit-stable", and `WOW_JITTER_RAW` dumps one bone's series unaggregated — rotations too, since a translation can be smooth while its frames are not
- `WOW_FIXED_DT=<ms>` pins the animation advance so a screenshot burst measures the render rather than its own stall — arming on the wall clock, because during load the app runs ~385 updates a second and a pinned clock reached "90 seconds" in 14 s, photographing an empty world
- `benilla-visual flow` estimates the whole window's motion by least squares over every pixel (noise floor 0.0000 px on static regions, and its brightness-constancy limit is measured and stated: invalid on a lit deforming body), `edge` reads a silhouette's sub-pixel crossing renormalised against the lighting with an honest ±0.5 px floor, `WOW_TWIST_GAP` pins a yaw gap so the body counter-twist is exercised at all — every earlier "removing it changed nothing" had measured a pass that never ran — and `WOW_DITHER` adds the dither the frame's 8-bit output has never had, off by default because the reference's framebuffer was undithered
- hovering a MACRO action slot shows one white line, its name — the reference's macro leg renders exactly that and no more, in its "normal" white, where ours was a `_ => Ok(())` from before macros shipped; and `WOW_MSAA=8` is refused with a loud warning instead of panicking the render thread, through one parser both world-camera spawners now share

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:14:35 +07:00
SamandClaude Fable 5 45f001bbc5 the hover tax is pinned and cut, and a spell-less macro is a button
- a tooltip change costs ~1.3 ms — five whole-interface recomputes, each working as designed: the quad re-convert at 474 µs, the Lua tick at 287, the layout resolve at 200, bevy's `Assets<Mesh>` tax at ~270 and the mesh rebuild at 146 — pinned with new hover probes (a jitter dial, a `WOW_PROBE_HOVER_DUTY` duty cycle so run drift cancels, an `AssetChanged` tax meter), and the layout preamble's two whole-roster scans become lists maintained at the writer (52–83 µs → 1–11)
- the splice compared this frame's entries against last frame's by index, so one inserted highlight shifted the 160 entries behind it and read as "everything changed"; it now aligns on `z` — an identity, not a position — and a `Text` entry that writes only quads became spliceable, so a tooltip change re-converts 22 entries instead of 520 (`convert` +439 µs → +107), with `WOW_UI_SPLICE_VERIFY` running the full conversion behind every spliced frame: 0 mismatches over 1,078
- a spell-less macro is a usable action button, not the 0.4 grey — the reference's usable compute has a dedicated leg answering usable for the bound-spell zero, cross-checked at the bytes in the reference's disassembly — and the button's Name line is written unconditionally from `GetActionText` as the reference does, so the macro's name sits under its icon and a `/cast` of a spell the character does not know now greys, which is also 1.12's behaviour (B340)
- a capture bounds its run in wall-clock seconds, because a frame cap is no cap at the ~1 fps a starved `nextDrawable` leaves — 1800 frames is thirty minutes there — and the teardown backstop runs on every run as a liveness guarantee, carrying the exit code the run asked for; the Multisampling row reads Off / 2x / 4x, since "1x" contradicts the no-multisampling byte both of the reference's enumerators normalise to and the bit-depth prefix was identical on every row

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:13:58 +07:00
SamandClaude Fable 5 a0447c171d action-bar hover stops re-deriving, and multisampling asks the GPU
- hovering the action bars re-derived the whole layout graph and hovering bags did not: `GameTooltip:SetOwner(owner, "ANCHOR_NONE")` dropped the tooltip's anchors through the conservative whole-graph derive, and with `UberTooltips` at its shipped default every action-bar button routes through that arm while a bag slot anchors `ANCHOR_RIGHT` and never does — the arm now retargets to the empty target set, and derive frames fall from 15.9 % of hovered frames to 0.2 %
- `gxMultisample` clamps to what the GPU actually offers: Apple GPUs stop at 4x, so a typed 8 was a wgpu validation panic on frame one — the clamp intersects the supported counts of every format the client multisamples into and steps the request down the way the reference's device-init retry loop does, with a warning that says so
- the Multisampling dropdown lands on the Graphics page with the device's own stops, built from the same enumeration that clamps a typed value on the reference's three bindings (`GetMultisampleFormats`, `GetCurrentMultisampleFormat`, `SetMultisampleFormat`) — a fixed Off/2x/4x/8x ladder would put a crash on the menu of every GPU that stops at 4
- capture hardening: a run whose `$WOW_WIN` the display clamped is refused in ~2 s instead of producing a wrong-sized shot to diff, a capture never reads the OS pointer (a cursor resting over the window arms a hover and a tooltip that a cursor an inch to the left does not), and the stall sampler writes into `benilla-config` instead of a hand-built `~/Library/Logs` path

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:13:27 +07:00
SamandClaude Fable 5 a60f723ad4 borderless fullscreen ships, and the 4x MSAA nobody chose is off
- the display mode is borderless fullscreen by default, and there is no exclusive mode at all — winit ignores exclusive on Wayland, X11's path cannot restore the desktop after a crash, macOS has none, and WoW itself dropped it in 8.0.1; 1.12's `gxWindow` row keeps its name, polarity and default with "0" redefined as borderless, read before the window exists so it is born in the player's mode (a window that does not fill gamescope's nested output is a documented input break, and the recorded workaround is "set the game to fullscreen"), `gxResolution` remembers the windowed size, and the Graphics page grows 1.12's own Windowed Mode checkbox
- the UI camera says `Msaa::Off` out loud, because silence there meant Bevy's default 4×: the world arrives on this camera as an already-resolved quad and everything it draws itself is axis-aligned rects, so four samples bought a 4× colour target, a 4× depth texture nothing ever writes, 4× the fill on every quad and a resolve — for a measured difference of MAE ≤ 0.024, all of it quad borders now drawn at their authored crispness, which is also the reference's hard-edged 8-bit direction
- `gxMultisample` is a real player setting, and it ships off — the reference's own default: the reference registers no literal, it formats field 21 of the `VideoHardware.dbc` row the GPU matched, a 193-row table that holds nothing above 2 anywhere and whose every 2004-era id misses a modern card, so the fallback rows answer and all of them hold 1; the setting persists, all three world-lane cameras read it on the reference's [1,16] scale rounded down the way its own retry loop steps, and `$WOW_MSAA` survives session-only
- two instruments for the tooltip hunt: `rebuild_ui_mesh` — which sorts, clips and re-splits every quad in the interface on any dirty frame — gets a meter carrying total/sort/split/write beside the script phases whose flat reading had stood as an alibi, and `WOW_PROBE_HOVER` sweeps the real cursor across named frames through the real pointer path, pressing nothing: the hover recorder records what a hand does, and this supplies the hand

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:12:37 +07:00
SamandClaude Fable 5 ee8f9ddfa0 the login scene frames its art, char select remembers, DXT stays DXT
- the glue scene widens only as far as its art goes: none of the seven login dioramas is drawn wider than about 3:2 — measured per texel by `benilla-extract glueextent`, which rasterises every batch into the camera's own tan-space, painting where the reference's alpha-key test passes — so the frame zooms down to the reference's own 16:9 opening (never tighter) and pillarboxes past the aspect the art cannot fill, instead of showing the clear colour past the backdrop's slanted edges; 4:3 stays byte-identical
- the character screen opens on whoever you last logged in as: the reference's `lastCharacterIndex` CVar, written at Enter World and only there — clicks and arrow keys never touch it, which is what makes the value mean "last logged in" rather than "last clicked" — restored on every character-list rebuild and clamped into range
- spam-hovering tooltips stops costing 2 ms: two write sites gave up naming their node and re-derived the whole layout graph (1,812 µs against the ledger's 44, on 919 of 1,262 resolves) — the wrap pin now touches the one region it wrote, and re-pointing a tooltip at the button under the cursor retargets the node's edges in place instead of throwing the cached graph away
- two corrections off the project's first GPU-bound report (a Steam Deck at 94% GPU busy on 8.4 W of a 15 W budget, the memory-stall signature): `farclip` ships the reference's registered 350 instead of the clamp's 777 — the value also sizes terrain residency, so 777 streamed, held and drew 4.8× the area — and BLP textures upload WoW's own DXT blocks verbatim the way the reference does, instead of decoding to RGBA8 at 8× the bytes of DXT1; the terrain slider still reaches 777, and the lanes that read texels on the CPU (terrain arrays, the character-skin compositor) stay decoded and say why

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:11:59 +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 d6953c936f the missing bra, the robe's hem, and a doll that puts its arrow down
- the missing bra: the underwear section's CharSections row spends BOTH of its texture columns and the body compositor read only the first — the pelvis — so a bare-chested female composited panties and then bare skin above them; the second column is torso art authored on all eight female race rows and no male row, which is how the male-only regression test stayed green over the missing half, and the new test is byte-exact — the composite's torso tile must equal the shipped BLP's mip 0 verbatim
- underwear is the tile's FALLBACK, not an under-layer: the reference tests a prefix of a tile's equipment cells and skips the underwear blit entirely when any is occupied, while cells past the prefix stack on top of an underwear that was allowed to draw — so a shirt or chest suppresses the bra, trousers the panties, but a belt never hides the panties and a plain tabard never hides the bra; benilla blitted underwear first and equipment over it, which coincides on most gear and is still the wrong law
- a robe outranks footwear on the lower-leg tile: the equipment stacking table is a DEFAULT that two of the eight layer choosers overrule, and the robe bit lifts a chest to cell 4 over a boot's 3, so sandals stop repainting a robe's hem; and `_U` outranks the gendered file — the reference probes the universal name first and patches the gender letter in only on a miss (43 of 7944 shipped basenames carry both, and on those the gendered art is dead), which closes the bare-skin ring a shorter `_F` pant file left below the knee; `benilla-extract charatlas` prints the blits in order with the file each region resolved to, reading the same `equip_blits` law the compositor walks
- a model widget edits its copy the way the reference does: fifteen attach ids reset off every duplicate — blood, breath, the nameplates, the spell hands, and the nocked arrow — and the hand grips arm from attachment occupancy, where ours sat hardcoded open under a comment claiming the pane sheaths its weapons (it never did); the character doll stops drawing a hunter's arrow and closes the hand around the bow, and the booth bake log now names its attach ids (`at=[2,35] grip=[false,true]`), which is also the reset's retest readout

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:10:55 +07:00
SamandClaude Fable 5 69bcd3bb6b gear rides the rig, water walking answers the keys, and a jitter meter
- an attached model's frame rides its wearer's rig: composed as bone-offset-plus-world-root every frame, a helm at Elwynn's ~9500-yard coordinates lands on a 0.98 mm f32 grid (exactly 2^-10 yd) and snaps whole steps against a body that moves exactly — the plumed helm, both pauldrons, the sword and the shield, 0.83 px of hop at a fully zoomed-in close-up; each attachment now holds one rigid palette frame composed in the rig's own space, the world position added back camera-relative in the vertex stage, so nothing on the path is ever a big-plus-small sum — the property the reference keeps by injecting its view matrix once, at the root of the attachment tree
- a rider composes through the rig's own frame, not the unit's: `joints_root` re-points at the saddle's seat anchor the moment a character mounts, so reading the host entity's transform would have placed a mounted rider's helm and weapon by the gap between its feet and its saddle — pinned by a test whose seat is offset far enough that the wrong frame misses by 6 yards
- the water-walk surface is GROUND, not a post-step clamp: stepping onto water with Levitate up froze the last land velocity in — the mover classified every over-water frame airborne (liquid is queried, never swept) while the clamp reported grounded, so the body ran on at full speed through every key release; the reference has no water-walking code path at all — the flag just ORs the liquid layers into the same swept query that finds terrain — so the surface now feeds the same grounded classification the colliders do, and the clamp stays as the resolve half
- `WOW_JITTER`, a motion-jitter meter: the camera, the unit root and the pose sampled every frame as first AND second differences — Δ² tells a slow idle from per-frame noise at two orders' distance — with every reading also in pixels at the subject's own distance, because the same millimetre is 0.03 px across a courtyard and 0.8 px pressed against the camera

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:10:29 +07:00
SamandClaude Fable 5 10874da37f clicks find their target, the booth eases off, and the map's lines go
- the world camera's pick regression: its off-screen render target carried `scale_factor: 1.0`, so on a Retina display the camera reported physical pixels as logical and a centred cursor cast its pick ray into the upper-left quadrant — unit and GameObject picks, the occlusion ray, chat bubbles and `world_to_viewport` all broke at once; the target now carries the window's real scale factor, re-stamped when dragging between displays changes it mid-session — and the perf pill's overlap dodge had the same disease in miniature (`GetBottom()` answers in WoW UI units, the pill lays out in window px), so it now answers a fraction of the screen and works at any window height
- `boothHalfRate` defaults back to half-rate: a body pane's off-screen booth pass rendered every frame reads +7.6 ms of GPU at 4K (~1.6 ms at 1600×900), on exactly the weak GPUs that felt the last snapshot — the doll's item effects keep full speed, since they key on the pacing regime rather than the camera's active bit, so only the 30 fps animation cadence returns, and full-rate stays one `SetCVar` away
- a spell cast by a GameObject arrives with caster guid 0 — vmangos writes the caster slot from a `Unit*` its GameObject constructor never sets — and the whole visual body was dropped at the guid lookup; the decode now reads an empty caster slot as the packet's first guid, which with no cast item IS the caster, so the Lightwell's click plays its impact kit (sound 3155 and the head flash) instead of only the aura glow that hid the miss, and the object stops being mislabelled a cast item
- the world map's black hairlines: a `SetTexCoord` crop is not a texture, and a POI icon magnified to 2.08 px per texel sampled half a texel past its crop into the neighbouring atlas cell — an opaque black row bleeding over a cell that is fully transparent (the empty cell is the reference's own zone-level substitution); `UiQuad::uv_clamp` now insets the sampling window half a texel per axis, so a crop renders as if its sub-rect were its own clamped texture, and `WOW_UI_PICK=x,y` names every quad under a pixel — it found this one in a single run

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:09:56 +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 462602c44b the world becomes the UI's backdrop, and recipe rows go white on hover
- every translucent UI pixel over the 3D world composited in the wrong space: the world lane and the UI lane each blend in gamma bytes the way the reference's fixed-function device does, but the one blend that mixes them — the UI camera's finished image onto the sRGB swapchain — ran in linear, so a chat tab whose body is black at alpha 102/255 left the scene at 77.5% of its brightness instead of 60%, and the dock's hover glow (an ADD with no plate under it) read as a lozenge floating on grass; the world camera now renders to an off-screen image drawn as the first quad of the UI pass, so every UI blend over the world is the same blend as every UI blend over UI — after, the selected tab plate lands at 0.593–0.600 of the bare scene against 0.60 predicted, and bare-world pixels move at most 1 LSB
- the backdrop image is un-encoded `Rgba16Float`, because the UI arc composites in gamma and takes its one decode at the end — pre-encoding would land a second encode in that chain, and quantizing un-encoded values to 8 bits is the banding collapse measured long ago; and hiding the UI keeps the world: the toggle used to retire every batch in the pass, which would now be a black screen — hidden means the two UI lanes draw nothing while the backdrop, which is the world, still draws, with the no-world glue screens pinned on the old behaviour
- a button's highlighted label is its own font instance: the client swaps which of three embedded instances the label reads — it never merges colour across states — so the `highlight_color.or(normal_color)` fallback is gone, and `LockHighlight()` now enters the label, not just the highlight texture (the reference blanks a recipe row's highlight texture to "" and then locks the row it selected — with nothing left to pin, the lock's only possible effect is the label, and that is the white text on a selected recipe)
- tradeskill, craft and class-trainer rows read white on hover and on select: all three windows carried the row name as a child FontString no per-state font can reach, behind a "no engine method" note that was true when written and stale ever since — the name is now the button's own `<ButtonText>` under the base template's `<NormalFont>`/`<HighlightFont>`/`<DisabledFont>` trio, and the windows call `SetTextColor`/`LockHighlight`/`UnlockHighlight` where the reference calls them

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:06:05 +07:00
SamandClaude Fable 5 73826ca3d7 casting a hunter shot starts Auto Shot, and the ping wears its real art
- Serpent Sting starts Auto Shot in play: the chain built earlier the same day never fired because the in-flight record was armed only for the cast classes it refuses on, and every hunter shot is a ranged attack — the reference records every commit and discriminates at the gate; two tests now run the real ladder and reproduce the shipped symptom
- the minimap ping is MinimapPing.mdx, measured: three additive quads — a 12 px spinner on the model's global clock, a static core, and a ring expanding 3→32 px on an 833 ms loop — the interim art was ~3× too big and missing the ring the eye actually reads
- a mouse release goes to the frame that took the press and nothing else — the reference's up handler reads the capture alone and never the hover frame, so a press over open space delivers no release to whatever the cursor wandered onto (corrects the morning's fallback)
- `WOW_MOVE_TRACE_TAGS=use` traces a right-click end to end (the cursor decision, the use packet, the spell-go answer), and the first headless hover capture parks the cursor on a chat tab so the reveal can be measured against the bare scene

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:50:40 +07:00
SamandClaude Fable 5 f8421c1545 the colour wheel draws, chat windows move, and the minimap ping returns
- the colour picker can pick a colour: the hue disc and the value strip are engine-generated pixels (no BLP in the chain is a wheel), reproduced from the reference's own lattice — a hard-cut circle at a literal V = 1.0, the brightness marker moving over a disc that never dims
- chat windows move and resize once unlocked (Lock/Unlock Window on the tab menu; the reference's own 296×75 to 608×400 bounds), the border textures doubling as the grips, and the placement is remembered per character in benilla-config/layout; both windows ship locked, as 1.12's reset leaves them
- the minimap ping is back and pinned: one world point the engine draws, the click converted in the right unit (the old path was ~27% off at 1080p), and no 10-yard auto-clear — that was the gossip marker's rule, and walking to your own ping was deleting it
- the Lightwell can be clicked: a billboard card is a world root with no parent hop, so the hit resolved to nothing and the whole shaft published a null mouseover; casting a hunter shot chains Auto Shot through `Spell.dbc`'s modalNextSpell column (the mechanism nobody had read — the next snapshot carries the seam that makes it fire in play); tradeskill list rows stop tooltipping (that hover was ours, not Blizzard's), and OnMouseUp goes to the frame that took the press

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:49:16 +07:00
SamandClaude Fable 5 eaabe372f7 the Lightwell stands up, and stealth openers start your swing
- the Lightwell has its shaft: a billboard card kept only the x of its bone's scale, so a bone animated non-uniformly (the well's 8.8 × 8.8 × 37.6 light column) collapsed into a squat blob drowning the bowl — 32 models and 49 bones in the corpus were losing their stretch the same way, mage Teleport's six bones at ×11 among them; `bbscan` grew the column that finds them
- Backstab, Garrote, Ambush, Cheap Shot, Shred, Ravage, Pounce and one Judgement start your auto-attack on the spell's hit, as the reference does — the "no spell carries that bit" the deferral rested on was a proof by absence over ten rows; the census now covers the shipped file's 36
- Quiver's range rung reads right: the interact-distance map held players only, so a mob "target" answered a constant at every distance; it holds every unit now, with the inspect refusal riding the entry
- the craft and tradeskill reagent slot is the reference's QuestItemTemplate (147×41, the name plate, the count on the icon) — its base template lives in the Blizzard addons, not FrameXML, which is why the first cut was hand-rolled

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:47:48 +07:00
SamandClaude Fable 5 343e46fdde the chat tab's right-click menu, and Options gets its Chat page
- right-click a chat tab for its menu: background colour and alpha through the colour picker, font size — three of GetChatWindowInfo's nine values are real state now, persisted per character in benilla-config/chat, and the hover fade interpolates from the window's own stored alpha as the reference's guard does (the default look is unchanged, pinned)
- the Social page becomes the Chat page 1.12 has, in the reference's anchor order: Remove Chat Hover Delay and Detailed Loot Information join, and `showLootSpam` off collapses the roll chatter to the winner line with its number; Guild Member Alert is registered at the reference's default, off
- two guild-line defects found while settling that CVar: the sign-on line's fourth conjunct is a friends-list test (an ignored guildmate was silenced, a guildmate who is also a friend announced twice), and vmangos broadcasts your own sign-on, which benilla announced to you at every login

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:45:45 +07:00
SamandClaude Fable 5 1c5db5c2c1 landmarks and the Plaguelands towers on the map, no ultrawide crop
- the world map's landmarks: city icons and the Eastern Plaguelands towers, from AreaPOI.dbc through the reference's own three gates (level flags, exploration, world state) — the tower rows are one per (tower, owner, state), so the server flipping a world state swaps which icon exists; and the always-up PvP readout ("Towers Controlled: n") over a new WorldStateUI.dbc loader, the init clearing the table on a zone change as the client does
- the character-select scene holds its authored 4:3 view box: the diagonal-FOV relation was fed the display's aspect, so every extra pixel of width came out of height (1.55× zoom at 21:9, head and feet gone) — now width grows and height never shrinks; the reference does the same and is wrong on the same panel
- a trail particle is stored in world space and drawn raw: Sprint's trail was welded to the chest bone (turn and it swings, run and it wobbles) because the trail was faked by subtracting translation inside a bone-local store; the correction machinery deleted itself, gravity is plain world down, and the emitters' live attach frame is retired
- the spellbook can shrink: `SMSG_REMOVED_SPELL` had no handler, so a talent wipe took the points back and left every rank drawn; and the chat dock's hover driver rides a frame the dock cannot hide, so selecting the Combat Log no longer freezes the tab alphas

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:43:04 +07:00
SamandClaude Fable 5 ab235bad6e the target-of-target frame, and talents can be unlearned again
- the target-of-target frame and its option: 1.12's frame with its five display modes, fed one hop off the selected unit's own target field through the same read `/assist` runs, in four feeds (snapshot and transitions, the debuff buttons, the portrait booth, TargetUnit's click arm); ships off, as 1.12 does, on its own pair of saved globals
- talents can be unlearned again: the trainer's `MSG_TALENT_WIPE_CONFIRM` had no handler since the wipe flow was deferred, so the gossip line closed the menu and did nothing — the question is an NPC session (walking away retracts it), the popup shows the cost on the StaticPopup money variant, Accept answers it behind the client's own purse check
- Sprint's sparkles hang in the air behind you along the trail instead of collapsing into your torso: ride-vs-trail is the emitter's own file flag 0x10, not the host class — the finding wow-re returned eighteen days ago and nobody folded; the particle dump names the two flag bits it had been mis-reporting
- `/sleep` takes both movement masks (the strictest posture), correcting the day's sit gate which let you lie down on a lake bottom while `/sit` was refused; a Lua-driven selection (TargetUnit on an attackable token) starts the swing exactly as a click does, through the one select path

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:40:16 +07:00
SamandClaude Fable 5 9e83e6608d the Combat Log tab exists, and black portraits get their faces
- the chat dock's second tab, Combat Log, exists — 44 combat chat types had been routed into a window with no tab, no rect and no border art; both tab labels resolve from the install's GlobalStrings, the docked window keeps its anchors out of UIParent's managed-position pass, and the reveal fade reads whichever window is selected
- the Fire Roc and Dredge Crusher portraits show a face instead of black: a skinned booth part was frustum-tested against its bind-pose box while the camera is aimed at its Stand — a flat-authored bird posed itself six units above the box every frame; eleven creature models (harpies, wind serpents, the battle standards) had the same empty bake, and `WOW_BOOTH_LOG` now says where the posed skeleton is, not only the camera
- you cannot sit down while swimming: the client's one stand-state setter reads the live movement flags against `0x20000f` (the four direction bits plus SWIMMING) and returns before the packet is built; standing up never reads it, so the water stays escapable

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:37:10 +07:00
SamandClaude Fable 5 ac2ed34735 the combat log speaks, and the swim line follows your native form
- the client synthesises its combat-log chat lines: 44 chat types over 34 GlobalString families from 7 packets, the reference's own four hops (classify both endpoints → chat type → string key → format), text resolved out of the player's own GlobalStrings — so damage meters and Quiver's TranqAnnouncer have something to parse; wow-re's byte round corrected six gates (owner is charmed-by then created-by, "party" is your subgroup, friend-or-foe is CanAttack, the range gate, the miss defaults, the damage-shield chat type)
- the collision prism follows the NATIVE display, not the rendered one: a druid in bear form keeps the druid's swim, splash and wade lines and a morph keeps the human's — worst divergence on shipped data 0.72 yd (tauren moonkin), the sign flipping by form
- the creature swim gate is on both legs: a unit that loses its flag mid-water is driven out of swim at any depth, as the reference drops a charmed creature to the seabed on the next tick

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:35:32 +07:00
SamandClaude Fable 5 b3a156f090 plate armor rings like plate, and sea giants walk the seabed
- a plate-wearing player's incoming hits stop sounding like a punch on meat: the victim's impact column comes from the chest armor's material (plate, chain, else flesh), the clang follows the defending item's class and material (a wooden shield rings wood, an unarmed parry is silent), and Material.dbc's Flags column gets one home instead of three interim readings
- a creature swims only if the server said it may: the reference tests three unit flags before starting a swim, and a Shore Strider carries none, so it wades chest-deep with its legs working instead of gliding — the collision height the triage suspected was right to the float; the height also takes the reference's max() floor over the display scale
- a second nudge of the rotate arrow inside a half-run blend no longer stacks fades: the client refuses the snapshot past the halfway mark and lets the older pose finish on its own window

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:34:09 +07:00
SamandClaude Fable 5 a8ab442d27 every melee hit makes a sound, and footsteps get their armor foley
- every connecting melee swing makes a sound: the reference splits its swing sound in two — a miss whoosh by handedness, and for a landed hit, parry, block, immune or deflect the WeaponSwingSounds2 kit picked by the swinging hand's weight class, a DBC column (ItemSubClass.WeaponSwingSize) this crate had carried unread; deflect and absorb get their real kits after three weeks as silent stubs
- a footfall is two sounds: the terrain step and the armor foley of your chest piece's material — chain, plate and leather rustle, cloth is silent by data; on the real 1.12.1 files every creature model's foley material is 0, so the foley you hear in the reference is your own, and that is what ships
- the paper doll's turn cross-fades at both ends instead of cutting — the reference plays every turn clip blended over the incoming clip's own authored blend time (0.25 s into a shuffle, 0.5 s back to Stand on HumanMale), and the outgoing clip keeps running under the fade rather than freezing, which corrects a "universal snapshot law" an earlier record had over-generalised; `m2seq` prints the blend column that settles such questions

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:31:38 +07:00
SamandClaude Fable 5 c6c7516a3b party members show on the world map, and the leader wears the crown
- party members appear on the world map at their position and hovering names them — the party wire has carried each member's zone and coordinates since the group arc; the blip and the minimap dot read one shared position so they can never disagree, and the member's zone picks which continent the position belongs to
- the player's own frame wears the leader crown and the master-looter icon, with the reference's own asymmetry (the crown asks IsPartyLeader, the member frames compare a leader index)
- a party member outside your local area gets the generic race/sex portrait instead of an empty circle — their race and sex ride the name query, and nothing had asked for a member we never see; the roster now warms that cache, which also fills the raid grid's class column
- right-clicking a member who is nowhere near grays Trade, Inspect, Duel and Follow: the reference's bindings answer nil for a unit the object manager does not hold (carved this session), where ours defaulted "absent = in range" for exactly the farthest member; and the group-invite popup's background is measured faithful — the plate draws at the BLP's own 60% alpha

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:30:24 +07:00
SamandClaude Fable 5 9e76f121f8 master volume moves ahead of the limiter, and mute NPCs greet you again
- the master volume was applied after the limiter, so turning the game down scaled the pumping with it — two full-scale copies at master 0.25 came out at half the level they should, the limiter ducking 6 dB on a mix that was never going to clip; the master is now the first effect in the chain
- six creature displays with a body loop could never say hello: one `source` tag answered three questions (ownership, the greeting latch, the bark latch), so any looping sound on a unit held its greeting latch for life — the latch is its own marker now, and a server-pushed object sound silences that unit's own grunts and barks while it plays, the reference's AISOUNDDESC registry
- the attacker's exertion grunt fires from the attack packet, not the animation tag (the tag drives the victim's injury vocal only), with the reference's per-class chance tables read out of the binary; the voice cap can no longer steal a latch-holding channel and turn a pet's aggro roar into a repeat generator
- fmod.dll itself read end to end: there is no hidden headroom in its mixers (full-scale sum, one clip) and the reference never steals a voice — every WoW channel is a stream at the one priority the allocator refuses to take; what the two unvoiced melee legs are blocked on is named precisely

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:27:52 +07:00
SamandClaude Fable 5 03fedf1375 the paper doll steps its feet round, and the Raid Info button behaves
- rotating the paper doll plays the reference's turn-in-place shuffle instead of spinning it like a turntable — ShuffleLeft/Right picked by direction off the same scalar `SetRotation` is handed, a 100 ms expiry, a frequency-weighted idle variation on the way back; wow-re's re-derivation caught the pair inverted in the prose (the doll was stepping into its turn), and a display with no shuffle stays standing rather than freezing mid-turn
- the doll's item effects run at full speed: the half-rate booth render (our pacing, not a cull) was skipping the emitter tick with the frame; measured off the reporter's side-by-side clip the skeletal clock was never slow, only the 30 fps cadence, so `boothHalfRate` now defaults off
- the Raid Info button follows the server's answer: `UPDATE_INSTANCE_INFO` fires per packet as the client does (the reference discards the first), so a character bound to nothing ends with a grey button over an empty panel instead of a live button over nothing; the panel's scroll bar sits centred on the trough drawn behind it
- an inspected player's gear keeps the template's bind line, stated as deliberate — there is no item object to read a bound flag from, which is what the reference prints for the same reason

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:26:45 +07:00
SamandClaude Fable 5 5a12410f5b raid tab art is back, set bonuses fit, and 12 voices bound the mix
- the mix is bounded the way the reference's is: FMOD gave 1.12 exactly twelve software channels and nothing else limits a priest buffing five people — ported as a 12-voice ceiling (a probe capture read 42 live voices at +13 dBFS, the limiter pumping 13 dB to hold it), plus same-kit copies started in one frame capped at two, since five sample-aligned Fortitudes are one sound +14 dB; `$WOW_SOUND_PROBE` records the mix before and after the limiter with a timeline, F9 stamps the moment
- the raid tab draws its window art again — its four corner textures were written with single backslashes, which Lua drops silently, and a sweep now reads every archive path a shipped Lua chunk names; a drag whose release never arrives (pointer left the window, a second press) ends instead of gluing the frame to the cursor for the rest of the session, and `WOW_PROBE_DRAG` drives any UI drag headlessly in a live client
- the item tooltip fits its set bonuses again: an emptied line kept its last measured height forever (a pooled cell with no way to say "empty"), and the two blank rows above the set block are the reference's own literal (a space and a newline) — a whole row each, not the empty string
- an equipped BoE or BoP piece reads Soulbound: the bind line reads the item's own flags through the client's bound predicate instead of the template's bonding, one predicate shared with the enchant cursor's bind confirm

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:25:07 +07:00