- 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>
- the auction house end to end: right-clicking an auctioneer opens Browse/Bids/Auctions on the server's reply — search, the category tree from your own DBCs, the reference's 50-a-page pager, multi-key sorting (directions corrected at the bytes), bid/buyout, the sell slot with deposit and duration, cancel with its fee popup; prices sit on the reference's own money-frame kit in lined-up columns, the twenty auction messages split refusals-red / outcomes-to-chat, and a won or sold auction reads as a proper mail receipt — the window's Lua re-worded in our own terms after the overlap ratchet caught the first cut leaning on the reference's text
- the PvP honor system whole: the Honor tab and the inspect page over a real wire model, with current rank and highest-ever rank correctly two different fields
- a day of reported fixes: WASD survives a /logout re-entry, addon settings save on a window close and Cmd+Q (exactly once — a mac close could fire the tail twice), clams open again, random-enchant items name themselves on every surface, the loot window's rows hold their seats with legible counts, idle players stop sinking through building floors, the shooter re-pulls between Auto Shots, portraits loosen ~19% to the client's own aspect-1.0 matrix, and big creatures thump the camera off the CameraShakes table
- character select clicks like 1.12 — captions whiten on hover, buttons fire on release, Humans face straight ahead off the stage bone's real yaw, the facing is per-character, and hunter/warlock pets stand beside you at their family-ramp size with their own emitters (the imp's flames), the Voidwalker's sequence-hidden shackles culled
- the smaller player-facing set: nameplate on/off rows in Options with the CanAttack category gate (emissaries stop plating), the bonus bar slides up with igBonusBarOpen, the camera's framing height glides on a shapeshift, the open letter evicts the centre seat, the far-band fog hull stops printing a pale horizon stripe at low view distance, the guide arrow is gold with per-source rim art, error text fades through its shadow too, and /convertraid converts the party
- README: the auction house and PvP honor move out of "not built yet"
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- water and lava keep time in the shader: the 24 Hz CPU tick that re-uploaded every liquid material is gone, −0.28 ms at the Stormwind gates, and lava scrolls smoothly instead of stepping
- static transform tracking is pinned on — the adaptive check spent two full scans a frame to say yes in a world where movers are 1–3% of the rows
- WOW_MEGA_STATIC merges static geometry per material and 133-yard cell — an experiment lever, priced at −1.15 ms CPU for +0.3 ms GPU at the Stormwind gates
- WOW_GPU_MS times the whole frame on the GPU and reads 2.2 ms against 17.4 CPU at the Stormwind gates: the frame is CPU-bound, so the work ahead is on the CPU side
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Lua 5.0's generic-for and nested long strings are restored in a forked VM — 60 corpus addons stopped dying on one deleted opcode
- a day of demand-driven carving takes the 218-addon corpus from 24 addons surviving a session start to 114, with 144 loading without a single error
- Bagnon draws a real bag and answers real gestures — hover tooltip, pickup, use, drag — because our frames wear the reference's names, and the reference's own ContainerFrame.lua runs off the player's install instead of being transcribed
- the physics broad phase leaves: nothing in the client reads a contact, and it was measured at up to 41% of main-thread samples in real sessions
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- a player build ships beside the dev one — dev chords and probe surfaces go dark, and a gate enforces what a player can still reach, by medium not by module
- the binary carries its own shaders and its shipped UI, finds the WoW folder by itself, and keeps its local state in one benilla-config folder
- the glue screens get a capture shutter, and the engine stops depending on the protocol crate
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the world engine splits from the game into a benilla-world crate — 112 files, and the wall is ratcheted to zero names of the game inside the engine
- the engine's public doorway is counted and gated at 32 items, and the render materials, shaders and asset cache move down to benilla-assets
- the game's files leave the engine's asset root — game:// is its own space — and a spike binary boots the engine with no game attached
- weather rides along: snowfall emission is denominated in the reference's frame cap, and a long teleport retires the stranded precipitation field instead of leaving it behind
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the Great Forge's lava stays drawn from every angle, and the chasm catwalk reads as a connected grate again
- music decoding and shader-compile bursts stop crowding the audio's lane, and the output buffer follows the device's real deadline
- the audio path grows its instruments: a mix tap to WAV, a starvation meter, a hardware overload listener
- trainer detail icons carry the reference's own tooltip
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the whole loop plays: the line arcs rod tip to bobber, the bite splashes with its own sound, and clicking the bobber reels in
- the verdicts read like 1.12: yellow "your fish got away" lines, the reel-in sound, the fishing loot window
- "You feel rested." prints on the transition, rest states come from the client's own Exhaustion table, and level 60 trades the XP strip for the max-level rail
- the Skills pane lists what the real client lists: the hidden rows, the sort, gray numberless single-rank lines
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- feign death plays dead for real: the body collapses and stays down, both bars read 0 and DEAD, the nameplate drops, the combat hum goes quiet
- melee and Auto Shot are exclusive now: starting one stops the other, even mid-swing
- another client's addon chatter no longer prints as party chat
- right-click presses look pressed, rage and happiness read on their real scale, and the login boxes blink their caret
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the pet gets its own unit frame beside yours, and an Attack order no longer latches as the standing command
- five rooms that always read bone dry hold their water now, the Deeprun Tram's flooded stretches among them
- macros fire through the client's own chat door, and the macro window fits its tabs and scrolls its icon chooser
- the options window grows a Nameplates page and its first dropdown, and the name-display switches apply live in the world
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- a hunter's or warlock's pet has its action bar now: attack, follow, stay, the pet's own spells with cooldowns and autocast sparkles
- the macro system lands: the macro window, the icon chooser, /cast and /macro, and macros dragged onto the action bar
- hunter shots look right at last: the bow draws and releases on the shot, and the arrow lays a spark trail its whole flight
- the options window re-dresses in 1.12's own art with the classic dialog look, and gets a working search box and clickable steppers
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- one era-style Options window: window chrome, category list, search box and its own ESC rung, with the game menu reshaped to match
- settings are real CVars now: GetCVar/SetCVar reach Lua, and your changes persist as a diff in benilla/config.toml
- all local state lives in one visible benilla/ folder beside your Data/ — nothing hides in platform config dirs
- UI text stays crisp at any scale and survives a mid-session resolution change: glyphs measure in the environment they raster in
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
- stealth reads as stealth now: the body fades to the reference's 30 % and creeps with the proper stealth walk and stand poses
- the item and enchant glow subsystem exists: permanent weapon glows and enchant visuals show in the world and at character select
- the character-select background's colour banding (the reported "16-bit" look) is fixed at the render target, and the tauren stage's black corners with it
- aura body tints got a real per-instance channel, so a spell can tint the whole unit without touching its neighbours
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- The login screen stops paying for a world nobody is in. It had been
streaming and simulating all of Elwynn Forest behind a static image — the
client began life as a terrain viewer and the streamers never had an off
switch. The world now boots when you enter it, aimed at the map your
character is actually on, and logging out releases it. Login frame cost:
p50 18.6 to 10.3 cpu ms, worst paced frame 308 to 20 ms; entering
Stratholme is a covered 1.2 s load.
- More login-screen honesty: the fullscreen glue image was re-uploaded to
the GPU every frame — 22 MB a frame for a still picture — and the
braziers' fire had been invisible since the 25th, simulating perfectly
into a camera that is off, because two booths had computed the same render
layer. Both fixed; the flames are back.
- Indoors got truer: the outdoor world draws only through the portal windows
actually in frame, as the original does; the painted-skybox gate settled
on the reference's real rule — any sky-flagged room the portal flood
reaches; and interior objects — gates, hanging signs, chains — take their
room's baked light, anchored at their box centre instead of an artist
pivot that often sits under the floor.
- Hovering with a tooltip up takes its full fix: a tooltip content change
used to run the whole-UI layout solve twice, and it runs once now, on top
of the morning's fix that made an unchanged tooltip cost nothing at all.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- The voidwalker's eye glow vanished whenever the camera rose above eye level.
Three investigations said depth; measuring the depth buffer inside the live
quads said otherwise — the fragments reached the framebuffer every frame, and
the body's own transparent batches painted over them. The real client draws a
model's particles after that model's batches, always. Ours now does: every
effect carries a draw-order rung sized to clear exactly its own model.
- Widened to every effect family after asking "what else does this fix": ribbon
trails (a wisp's streamers wove six batches deep into its own body and
flickered as the head whipped) and 3-D model particles (Cone of Cold's
shards). A census over all 9,691 models found 967 whose own body could paint
over their effects; all take the rung now.
- The skinning lane is ours end to end: every rig's joint matrices live in our
shared GPU buffer, written only when a rig actually moved, and our shader
reads them. The engine's lane rewrote the entire joint buffer every frame and
swept every entity in the world for changed transforms — that machinery now
runs against empty sets. Another 6.7 CPU ms off the worst reported dungeon
spot, which now holds a flat 60 fps with p99 under 19 ms.
- Getting around while developing: Ctrl+Cmd+G lands your character where the
free-fly camera is, and Alt-clicking the world map teleports you there (both
ride the server's own teleport, GM-gated). The frozen-body coordinates the
panel used to copy while flying now follow the camera.
- A stuck main thread now diagnoses itself: a watchdog samples our own stacks
and prints where the time went, and a hung teardown names its last system
instead of hanging the window.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- The dungeon framerate reports were right about the mechanism: the cost is
CPU-side and it scales with NPC count, not with what's drawn. Two per-unit
lanes were each 30–100x more expensive than the work they do. Measured at the
reported Lower Blackrock Spire spot: 29.7 ms/frame, 72 CPU ms, before.
- "Which room is this NPC in" scanned whole dungeon groups triangle by
triangle — a spire stacks several 15k-face groups into any vertical column,
so 37 moving NPCs cost 1.2 million triangle tests per frame. Each group's
faces now sit in a column index built at load; same verdicts (pinned by
exactness tests), 88k tests, the lane drops from 11.3 ms to 1.1 ms.
- Animating one creature cost ~190 microseconds per frame in generic per-bone
animation machinery — hash lookups and boxed curves per bone, mostly to
produce constants. A direct pose evaluator now does the same math into the
same joints for ~16 microseconds per rig, checked bone-for-bone against the
old output across crossfades, overlays and masks. The reference animates
every in-range unit with no view cull, and now so can we: a raid's worth of
animating rigs (~450) costs ~4 CPU ms where it used to cost ~85.
- Net at the reported spot: a flat 60 fps. The performance probes also learned
to report CPU work (ms and %) instead of wall-clock fps, which is what makes
these numbers repeatable on a busy machine — and comparable to the Mac
report's own units.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- One text-input law for every field. Login, character create and the delete
dialog each improvised their own tiny keyboard handling — no caret movement,
no selection, no clipboard, and Ctrl/Cmd+V typed a literal "v" into the
password box. All of them now run the same byte-verified edit-box law as
chat: clipboard, select-all, word moves, shift-selection, the real 0.5 s
caret blink. The password box masks what you copy off it, like the original.
- Copy/paste on Linux had two independent causes, one per direction: our window
is Wayland but the clipboard backend spoke X11 only, and a copy relinquished
the X11 selection the moment it returned (an X11 clipboard lives only as long
as its owning connection). Both fixed — Wayland windows get a real Wayland
clipboard, X11 keeps a held handle. AltGr is not Ctrl anymore either, so
Polish and German layouts can type ą, ć and ź in chat instead of triggering
select-all. Compile-checked on Linux; wants a real-session retest.
- The exterior sun keeps its colour. A per-channel clamp saturated the warm
continental sun to pale yellow-white on every sunlit fence, post and doodad;
the clamp now happens once, at the sum, so the fiery orange survives — the
reported Silverpine fence and Blackrock steps match the reference's own
arithmetic.
- A pool has a floor. Undercity's upper slime channels claimed the dry room a
storey below them — 115 yards down still read as submerged. A pool now stops
at its own room's floor; a sweep of every building in the shipped world found
51 such stacked sites across 6 buildings, all closed.
- Ctrl/Cmd+Z hides the whole UI layer for clean screenshots, and instrumented
debug runs open their window in the background instead of stealing focus.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Other players walk the world. A watched player's motion between server updates now runs through
the same grounded movement resolve as your own character — same capsule, same colliders, same
step-up and ground election — so they follow terrain every frame instead of every packet, and
stop at a wall instead of walking into it and being snapped back. Their jumps are swept against
the world too, and a standstill jump steered mid-air reports that steer, the one mid-air press
the reference client broadcasts rather than defers.
- The move relay rebuilt: relayed moves ride a per-unit chain on real time, a due move never jumps
ahead of its unit's queue, and SMSG_COMPRESSED_MOVES — the batched carrier the server sends under
load — is decoded rather than skipped. Our own send path now matches the reference client's:
facing streams while moving, Nagle is off so each packet is one write, and the strafe axis nets so
left and right can never ride the same packet.
- NPC and quest text speaks the whole $-macro grammar, carved from the reference bytes — your name,
class and race, the gendered forms, and the server's live world states — and the same
substitution feeds gossip, quest text, the quest log and unit frames. Greetings are a weighted
draw, rolled per NPC per open, and a quest giver with no quest to give is no longer clickable,
where it used to open a dialog holding nothing but a placeholder greeting.
- Spell tooltips finish the reference's line law: cast time and cooldown behind the real passive
gate, the required tool or form, the reagents block, the chance-to-X line, a multi-bit
equipped-item requirement named properly instead of by raw bits, and a buff's dispel class.
- The UI layout engine got a dense, reusable anchor solver, and a change gate that skips the resolve
entirely on frames where no layout input moved — in practice, almost every idle frame. Pets are
named by their pet number rather than a creature-template entry, so the client asks the query the
server can actually answer. And the asset extractor grew a stray-geometry census for tracking
down geometry that renders where it should not.
This snapshot replaces the six dated `sync` commits that stood here before it, whose subjects said
nothing but the date. If you cloned before now: `git fetch && git reset --hard origin/main`.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>