Commit Graph
7 Commits
Author SHA1 Message Date
SamandClaude Fable 5 74c3b47a7f event-driven UI feeds, and the character window's cost lets go
- the eight heaviest UI feeds — spellbook, party, character, bags, talents, units, pet, player — rebuild only when an input moved instead of every frame: 216 → 12 µs a frame parked
- the character window's cost settles once it closes: enchant countdowns feed by the second instead of firing an inventory event into all 20 slots every frame, the paper-doll booth parks with its camera, and a window hidden under the cursor fires OnLeave so its tooltip goes with it — the reference's hover-hide law
- the walk stops paying for finished work: the loading-screen tally's per-placement walk latches off once the world is ready, the settled placement spawner is one integer compare, and billboards stop dirtying every card's transform
- never-rendering hierarchy nodes — rig anchors, joints, doodad hosts — keep the hide chain but leave the per-camera visibility sweep: 25,198 → 18,026 swept entities at Goldshire

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 19:01:11 +07:00
SamandClaude Fable 5 2c1ffca2ca dialogs come to the front, and the red line names what it needs
- dialogs carry the reference's toplevel bit, so the stack-split window opens above Bagnon instead of behind it
- the failure line fills its blank — "Requires Blacksmith Hammer", not "Requires" — and Opening casts stop printing a label the spell itself marks "no text"
- the pet bar's Attack/Follow/Stay tooltips name their keybinding, and typed text reaches the focused frame through the client's own delivery walk
- AtlasLoot parses again: our Lua keeps 5.0's compatibility semicolon

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:38:18 +07:00
SamandClaude Fable 5 7d826e673a the UI is built per login, and stray beams stay in their rooms
- the in-game UI ends at the character screen and is rebuilt at the next login, so addons that read the character at file scope stop being frozen on whoever logged in first
- everything the host remembers about a UI is keyed on that VM's identity — keybinds, macro icons and every feed survive the rebuild instead of silently pushing nothing
- a ribbon trail rides the room its model is drawn by: Caverns of Time's ninety energy trails stop burning through 200 yards of rock
- the visibility census gains the sky and ribbon lanes it could not see, and the logout leak probe measures after the release instead of accusing every run

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:27:39 +07:00
SamandClaude Fable 5 bdef9cd790 benilla-world: the engine becomes its own crate
- 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>
2026-08-11 18:13:44 +07:00
SamandClaude Fable 5 d16d33dfca world books open, and anvils stop offering a cursor gear
- clicking a book in the world opens it and turns its pages: letters and world books share one reader
- the cursor's object rules are the client's own 31-row strategy table now, so decorative objects stop pretending to be usable
- trainer and tradeskill windows draw each row's icon by the reference's own law, and the trainer's filter dropdown toggles again
- water color follows the zone's light blend, so lakes stop snapping between area tints

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-07 16:03:35 +07:00
SamandClaude Fable 5 31c224548c the spellbook grows its pet tab, and the pet bar gets its keys
- the spellbook's pet tab lists what the pet knows, with autocast toggled right on the page
- pet ability cooldowns sweep on the pet bar, and the bar binds to 1.12's Secondary Action Button keys
- the options window scrolls its pages in a real trough with seated arrows, nothing overflows the frame anymore
- Esc un-queues a queued strike, and a hostile unit's frame stops showing buffs the real client hides

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-07 16:01:27 +07:00
SamandClaude Fable 5 3b6975fdef the pet gets its frame, flooded rooms fill, and macros really fire
- 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>
2026-08-05 19:03:43 +07:00