Commit Graph
9 Commits
Author SHA1 Message Date
SamandClaude Fable 5 dc779b3017 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 a683d5524f the interface code is ours: the transcription debt is paid
- forty files that carried the reference's literal Lua are rewritten as our own expression of the behaviour — worst identical run 61 lines down to 7 — and the README now says exactly that
- the overlap gate measures the code itself across all four reference corpora, and ratchets: the number may only go down
- a lost session ends at the login screen instead of silently re-authenticating and stealing the account back
- a building's skybox is a real model: Caverns of Time's white ceiling becomes its painted nebula and additive stars

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:21:03 +07:00
SamandClaude Fable 5 6e7867147d birds stop blinking out, and the version check is answered
- an animated doodad is culled by its authored box, not its bind pose — the one-yard bird flying a 64-yard circuit stops vanishing with the camera angle — and the fix survives the engine's own bound recompute
- the logon proof answers the server's version challenge instead of sending zeros, so a strict realmd stops rejecting benilla as a modified client
- two instruments land: a frame-by-frame visibility trace for one model, and a probe that classifies whether a realmd enforces the version check

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:09:40 +07:00
SamandClaude Fable 5 ff1524f85f key bindings become real, and the pet knows when to refuse
- every rebindable key runs through one chord-to-command engine, set in the era Key Bindings window, and buttons show their real keys
- a spell aimed at the ground sends its projectile to that spot, arcing to the point instead of a target
- a pet ordered onto something it can't attack refuses cleanly, and its frame shows the happiness face read from the client's own data
- a window's tabs clamp to the drawn edge and highlight exactly where they sit

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 19:04:33 +07:00
SamandClaude Fable 5 143a734b91 slow fall, levitate and water walking work, and Z sheathes your weapon
- the granted movement modes are one system now: slow fall slows, levitate hovers, water walking holds the surface, a root pins you even mid-air
- casting while moving refuses with the real error, and a jump cast plays its animation in the air
- Z cycles melee, ranged, stowed, every landed swing draws the weapon, and Alt-Z hides the UI
- login faces where you logged out, and the dev shortcuts moved to Ctrl+Shift off the Windows key

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 18:00:46 +07:00
SamandClaude Fable 5 ab65981ebf cooldown pies, warmed shaders, and a tamer Frost Nova glow
- the spellbook draws the cooldown pie on a spell that's cooling down, and the active form's slot lights its checked ring
- shader variants warm at startup (with a tripwire if one ever compiles live), so a first cast no longer hitches on shader compile
- additive glow stacks clamp the way the original scene does, taming Frost Nova's blown-out mist, and shoulder cards split only at rigidly separable bones
- the login handshake now reads the same under both SRP encodings, and cooldown events no longer race the net step

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 17:01:30 +07:00
SamandClaude Fable 5 d3e05f32e5 the world only pays for what's on screen, and the leak is gone
- terrain draws per chunk now, and one authority culls everything outside: buildings, billboard cards, particle emitters
- the fps and memory creep on long flights is fixed twice over: material animations only tick what something draws, and far-away art is released by distance (with a 30 s dwell floor so fast cameras don't thrash it)
- the second crash ever reported (a cast racing a despawning unit at flight speed) is fixed, with a regression test that reproduces the exact panic
- every build now prints which commit it is, so a bug report can say exactly what it ran

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 19:39:56 +07:00
SamandClaude Fable 5 fd54ea9197 walkers keep walking, and dungeon entrances stop dropping you
- A creature that was already walking when it came into view stood frozen at
  its spawn point, then teleported — up to a full wander leg, 30 yards in the
  worst measured case — when its next movement packet arrived. The create
  packet carries the live path (where the unit is along it, how much is left)
  and we parsed all of it into the void. The unit now joins its walk exactly
  where the server has it: measured before/after, 13% of movement starts were
  over-a-yard teleports, now effectively zero.
- Walking into Zul'Gurub or Stratholme through the portal dropped you straight
  through the world. The landing check asks "is there a floor under me?" — but
  on the arrival frame the loaded world is still the map you just left, and an
  instance entrance is a copy of its outdoor ground at the same coordinates,
  0.23 yards under your feet. The old floor said yes, then despawned. The hold
  now waits for the destination's own ground to arrive, and a world that never
  arrives keeps the loading screen instead of dropping you into the void.
- Same fix covers a decoder hazard found on the way: a plain two-point path
  announces two points but ships only the destination, and trusting the count
  over-ran the packet — it never fires on our server's pathfinder, but now it
  can't.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 19:38:01 +07:00
SamandClaude Fable 5 2ad0043523 benilla: initial public release
A from-scratch World of Warcraft 1.12.1 client in Rust + Bevy.

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