- The UI stopped paying to discover that nothing changed. Layout used to hash
~1,900 frames' worth of inputs every frame just to decide "quiet"; it now
tracks a mutation epoch and answers with one integer compare, and a settled
frame reuses last frame's rendered quads instead of re-rasterizing every
glyph. ~0.9 ms off every idle frame — with a verify mode, forced on across
all 489 UI tests, that re-runs every skipped resolve in full and asserts it
would have produced identical results.
- Across this run of snapshots, the one number everything is graded by: CPU
work per frame at the crowded dungeon spot went from ~29 ms to ~16.5 ms.
- A lighting question got the full treatment and an honest answer. Units
briefly took a different day/night lighting law; it read wrong on screen the
same evening, and a build-by-build hunt a full week back confirmed the
world's look never regressed in the first place — the change is reverted,
nothing about the look changes in this snapshot, and the question stays
parked until the one remaining unknown in the reference client is pinned.
- The character pane's model booth grew a headless eye — a dump of exactly
what it draws, no live session needed — built for that hunt, kept for the
next one.
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>
- The main menu bar's two empty recesses fill. The micro menu — the eight arched
buttons: character, spellbook, talents, quest log, socials, world map, main menu,
help — sits in the dark panel between the page arrows and the bags, transcribed
from the reference's own layout: the character button wears your portrait, a button
holds itself down while its panel is up, and the talent button appears at level 10.
The latency meter fills the one slot the bar art leaves transparent for exactly it,
tinted green/yellow/red on the reference's 300/600 ms thresholds and drawn UNDER
the bar art, seen through its window, the way 1.12 actually does it. The socials
and main-menu buttons find their panels one snapshot later; help still waits.
- The UI explains itself on hover: 1.12 ships its detailed two-line tooltips ON — a
FrameXML default, not the opt-in extra it is often remembered as — so the micro
buttons, your own portrait, the XP bar, the five bag buttons and the ping meter
all answer a hover with the reference's own explanations.
- The PvP flag, end to end: crossed swords on the player, target and party frames,
driven by the two descriptor bits the wire actually carries, and `/pvp` speaks —
the yellow toast plus the system chat line, the OFF sentence being the one that
warns the flag lingers for five minutes. It really does linger: turning it off
waits out the server's timer, which looks like a bug and is the reference.
- Quest markers stopped freezing. The grey `!` over a questgiver above your level
goes gold the moment you ding, an NPC re-entering view is asked afresh instead of
wearing a session-old answer, and the marker drops when the questgiver bit goes
off — the re-ask triggers mirror the reference's own set, plus one named addition
(your own level changing).
- Water and heights: swimming downhill no longer bounces between swim and fall ten
times a second — the surface line is a two-sided constraint, so the swimmer
settles with the river instead of being left behind by it. And collision height
is per-unit now, read from the unit's own model: a gnome used to swim with a
third of a yard of water over her head because five depth lines were quoting a
human's number.
- A round of pixel honesty in text and chat: the newest chat line no longer wears a
wider drop shadow than every line above it (shadows move in whole pixels now),
keeps its descenders, and hover boxes stop painting over the chat body. The chat
input's history browse survives programmatic edits, a failed script chunk warns
instead of vanishing, and recall deepens to 64 lines. Idle animation got honest
too: a model's idle is Stand resolved through its own lookup table — never
file order, which had the duel flag bobbing on its spawn clip — and an armed idle
is culled on the box its animation authors, not the bind pose, so the flag stops
vanishing at most camera angles.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>