Naga Oil treats a trailing digit as an invalid composable-module identifier. Rename the remaining sky, water, and shadow helpers and locals without changing their calculations.
Co-Authored-By: GPT-5.6 Sol (Codex)
Framed with the vista instrument: Elwynn above the canopy (the old eye stood
inside a tree), Redridge from the known-good Lakeshire dock eye with a wider
look, Hyjal above the terrain (the Light.dbc sphere centre z is underground),
Ironforge over a floor face inside the city (the old eye was outside the WMO).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Sun-fog strength 0.25 / angle 0.4 / lean 0.4, end-fog lean 0.25: the first
pass turned dusk ridges into flat orange cut-outs against a blue sky. The
dome's low band now MIXES toward the far fog colour by 15 deg (an offset
over-pushed an already warm dusk ring). update_fog_model joins the
ordering test's ALLOWED list (it runs in the resolve set, after it).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Wetness ramps up while it rains (~90 s to soaked) and dries over ~4 min; ripple clock;
rainSurfaces resource; env WOW_RAIN_SURFACES / WOW_WETNESS / WOW_WET_T capture overrides.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
naga_oil refuses a composable-module identifier that naga's namer would
rewrite (a trailing digit gets a '_'), which failed every pipeline that
imports monkey_frame / enhanced_water (models, WMOs, liquid invisible).
MonkeyFrame rows are renamed fog_a..fog_d, wind_a/b, wet_a (same order and
layout), and enhanced_water's padding member _sh_c16 becomes _sh_quad.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Let deterministic captures read an explicitly selected BENILLA_HOME config while keeping every capture persistence path disabled. This makes the post ON/OFF homes effective without weakening capture hermeticity.
Co-Authored-By: GPT-5.6 Sol (Codex)
fog_hook.wgsl: radial exponential fog fitted to the zone's 1.12 start/end
(60 % survival mid-span, closed over the last stretch so the zone end
holds), optional height fog, end-fog colour shift, sun-fog lobe; interior
WMO spans stay classic; the WDL hull pair takes the far colour.
lighting/fog_model.rs fills the MonkeyFrame fog rows each frame (derived
from the 1.12 bands, or LightFogBand.dbc rows); fog_d.x carries the scene
fog end as the Modern flag, fog_d.zw the octahedral sun direction.
resolve.rs: Modern stretches the fog end with farclip past 777 only.
sky.wgsl/sky.rs: the dome's low band eases into the same far colour.
Classic packs zeros and every new path branches out.
Includes the cherry-picked p0 fix 05d6b1ad (MonkeyFrame rows fog_a..).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
benilla-formats/src/light/fog_band.rs reads our LightFogBand.dbc (the
LightFloatBand record, 13 rows per LightParams: height fog, curve blend,
sun-fog rgb/strength/angle, end-fog rgb/distance). Absent file = empty
catalog, no error. blend_chain exposes the area-light blend order so a
side table folds with the same law as the stock bands.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
naga_oil refuses a composable-module identifier that naga's namer would
rewrite (a trailing digit gets a '_'), which failed every pipeline that
imports monkey_frame / enhanced_water (models, WMOs, liquid invisible).
MonkeyFrame rows are renamed fog_a..fog_d, wind_a/b, wet_a (same order and
layout), and enhanced_water's padding member _sh_c16 becomes _sh_quad.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
naga_oil refuses a composable-module identifier that naga's namer would
rewrite (a trailing digit gets a '_'), which failed every pipeline that
imports monkey_frame / enhanced_water (models, WMOs, liquid invisible).
MonkeyFrame rows are renamed fog_a..fog_d, wind_a/b, wet_a (same order and
layout), and enhanced_water's padding member _sh_c16 becomes _sh_quad.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Classify static alpha-tested tree and bush leaf batches, log accepted model paths, and apply gentle anchor-phased crown sway and flutter in both retained and fade-twin render paths. Keep animated doodads and tree shadows unchanged, and add wind capture instruments.
Co-Authored-By: GPT-5.6 Sol (Codex)
Author bend weight from source-mesh height in clutter UV1, preserve texture coordinates and cutout alpha, and apply WarcraftXL's two-wave gust, lean, phase, variance, and distance fade in the model vertex path. Fill the player plus seven nearest unit benders without per-frame allocation.
Co-Authored-By: GPT-5.6 Sol (Codex)
Port the stateless gust and veer profile, scale it from live weather, and publish one sample through the WindField resource and MonkeyFrame each frame. Add the foliageWind tier CVar, High preset value, and Advanced Graphics row.
Co-Authored-By: GPT-5.6 Sol (Codex)
Preserve p0 fog and MonkeyFrame hooks, water's row-view ABI, and the post lane's emissive, bloom, sun-shaft, grading, cvar, and options work.
Co-Authored-By: GPT-5.6 Sol (Codex)
enhanced_water.wgsl keeps the water lane's row view of the shared light buffer (fixes the WGSL
composer failure); the p0 fog hook reads the MonkeyFrame block through water_monkey() (row 533).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
One table of every WarcraftXL-derived file (Benilla file | WarcraftXL module |
Source files | What was taken), pre-filled with the enhanced-water blocks and
the swimmer bob, plus the planned ports. The standard header line
("Ported from WarcraftXL (https://github.com/WarcraftXL) by iThorgrim —
module ..., ...") is added to enhanced_water.wgsl and water_fx/bob.rs.
Linked from README, LIGHTING and WATER. WATER.md no longer says the WarcraftXL
water module is for the 1.12 client: it is a 3.3.5a client module.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The combine's dither lane was armed only by the WOW_DITHER env var. It is now
the `skyDither` cvar (0/1, default 0 = reference look; Graphics preset High
= 1) with an Advanced Graphics "Sky Dithering" checkbox row (EN + RU). The
cvar lands on `benilla_world::ffx_glow::SkyDither` (extracted) through the new
`benilla-app/src/monkey_gfx.rs` bridge; WOW_DITHER=1 still forces it on.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`benilla::fog_hook` (fog_linear / fog_sample / apply_fog) replaces the seven
hand-rolled copies of the linear planar-eye-Z fog: terrain, wow_model,
static_gx, liquid, enhanced_water (factor form), wow_effect (scene fog; the
rain streak fade uses fog_linear) and wdl (the hull's own 0..1 yd pair).
Pure functions, values passed as arguments, same expressions in the same
order, so the classic result is bit-identical. `fog_sample` branches on
MonkeyFrame.fog_model (fog3.x) as the FOG lane's extension point, currently
returning the classic result. wow_effect gains a world_pos varying for it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
16 vec4 rows (256 B) after the point-light table, so no earlier offset moves
(per-frame blob 8528 -> 8784 B, size test updated). Rust side: the
`lighting::MonkeyFrame` resource any system may write, packed each frame by
`global_light::pack_monkey_frame` (which also fills time_of_day / night).
WGSL side: `benilla::monkey_frame::MonkeyFrame`, declared as `monkey` after
`points` in every WowLight mirror (terrain, wow_model, static_gx, liquid,
enhanced_water, wow_effect, wdl). All zero = no visual change. Layout in
LIGHTING.md "Invariants".
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
71 upstream commits: the repo-wide comment rewrite, the hover highlight as the
scene ambient, M2 Mod/Mod2x batches drawing the bare texel, test and contribution
changes. Conflicts were comment-vs-code in 36 files; where upstream changed only
comments our code was kept, and wow_model.wgsl carries both our lighting lanes
and upstream's new unlit/Mod/Mod2x paths.
Follow-ups folded in:
- our nine Advanced Graphics / water / fog options tests take upstream's
wow_data_or_skip! guard
- PostUpdate ambiguity ceiling re-measured under upstream's new census: 466,
with the per-family breakdown in the comment
- LIGHTING.md: new upstream base
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Water (Enhanced/High; Classic stays byte-identical to upstream):
- the enhanced water now lives in its own WGSL library, benilla::enhanced_water
(enhanced_water.wgsl), with its own bindings 103-106; upstream liquid.wgsl
keeps three small hooks only
- depth look: per-channel extinction over the real path through the water,
refraction of an opaque-colour copy bent by the waves (samples landing on
anything in front of the water are refused via the scene depth), caustic
web on sunlit shallow beds
- High: screen-space reflection of the scenery (bisected march against the
scene depth)
- the module fogs its own surface terms only (the refracted/reflected scene is
already fogged); depth+colour copies run both-or-neither
- credits: portions derived from WarcraftXL wxl-experimental-water by
iThorgrim, used with permission (WATER.md)
Volumetric fog (Advanced Graphics -> Volumetric Fog: Off/Low/High, cvar
volumetricFog, env WOW_VOLFOG): own fullscreen pass after the main pass,
near-field haze converging on the zone fog colour, denser at dawn and in
weather, faint indoors, plus sun/moon light shafts from the shadow map.
Tests: addon-harness oracle fixtures no longer require unix symlinks.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Water (Enhanced/High only; Classic stays byte-identical to upstream):
- scene depth resolved after the main opaque pass and bound to liquids
(liquid/scene_depth.rs, water_depth.rs)
- procedural multi-band waves with analytic normals; long ocean swell moves
vertices, mirrored on the CPU (liquid/waves.rs)
- separate ocean and inland profiles; depth-driven colour and soft edge
- Fresnel sky reflection, sun path, moon path, point-light glints
- beach surf driven by the shore wave phase: continuous front, dissolving
lace, swash sheet; only where the authored sea bed is shallow, so sunken
objects never foam; thin bed clutter (grass, reeds) ignored for contact foam
- swimmers: wake foam, treading rings, visual-only bob with the swell
- river flow effect tried and removed at the owner's request
Lava: magma surfaces emit warm point lights through the lighting module
(lighting/lava_light.rs, lavaLightGain).
Options: Water Quality + Lava Glow rows (EN, RU strings prepared).
Docs: WATER.md. Credits: design reference WarcraftXL wxl-experimental-water,
author iThorgrim (reuse permitted with attribution).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>