Commit Graph
98 Commits
Author SHA1 Message Date
SamandClaude Fable 5.1 eebbcc050f NTFS load order, a title-sorted AddOns list, and tooltips at the cursor
- addons load in the order NTFS lists a folder, case-insensitive with an underscore before the letters, the order the vanilla corpus was written against and the one that decides which addon provides a shared library (2178)
- GetNumAddOns and the index form of every AddOn verb walk a title-sorted list that hides the Blizzard addons the server says to hide, and the character-select AddOns list is in title order (2175)
- SetPoint and SetAllPoints raise the reference's own errors for a frame name that does not exist or an omitted relative frame instead of quietly anchoring to the parent, and an explicit nil means the screen root (2176)
- a tooltip owned with ANCHOR_CURSOR follows the mouse, which pfUI's tooltip, xpbar and chat modules, pfQuest's browser and TipBuddy ask for; an omitted or unknown anchor is ANCHOR_LEFT (2176)
- a $parent name handed to CreateFrame, CreateTexture or CreateFontString expands as it does in XML, so FonzAppraiser's thirty dropdowns and pfQuest's search icon get the names they asked for (2176)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-11 21:03:49 +07:00
SamandClaude Fable 5.1 ef9af66dc2 plates take the mouse, Auctioneer loads, and the damage font is yours
- hovering a nameplate lights its unit and clicking one selects it, pfUI's click-through works, a drag that starts on a plate still turns the camera, and turning plates off with V clears them (2159)
- Auctioneer's XML documents open (the reference has no XML namespaces), a .toc line reaching Blizzard_AuctionUI's templates resolves for Auctioneer, BeanCounter and SpecialTalentUI, and a missing include logs rather than raising the red error dialog (2155)
- a .lua reached through <Script file=> carries the same Interface\AddOns\ chunk name as a .toc-listed one, so Ace2's debugstack split works and AtlasLoot keys its database; 26 more corpus addons load, 176 of 219 (2155)
- the floating combat numbers draw in whatever DAMAGE_TEXT_FONT holds at world entry, so MikScrollingBattleText and pfUI pick the font (2156); a dodged swing prints no line and floats no word, and happiness leech lines print (2157)
- an unknown frameStrata in XML logs and keeps the default instead of raising, so EQL3's log window loads; FrameXML_Debug is a real switch, so ImprovedErrorFrame loads (2160)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-11 20:56:00 +07:00
SamandClaude Fable 5.1 afc0731ccc nameplates are frames, guild names go overhead, and the camera pivots
- a nameplate is a real frame under WorldFrame, six regions and a health bar in the reference's order, so pfUI, ShaguTweaks and _Nameplates find and restyle plates instead of seeing none; the plate stays out of the mouse's way in this cut (2148)
- a player's guild shows under their overhead name in angle brackets, the line an NPC's subname already used, gated by the UnitNamePlayerGuild option at its stock on (2149)
- smart camera pivot is on, as 1.12 ships it: a mostly vertical drag with the camera pressed against something tilts the view instead of swinging the arm, easing home on release; in water the pivot rises for a swimmer (2149)
- Follow Terrain and head bob are built and ship off, as in 1.12: Follow Terrain leans the camera up or down the slope you are walking onto, and head bob sways the first-person eye in a figure of eight while you move (2149)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-11 20:55:15 +07:00
SamandClaude Fable 5.1 26fb54b402 fourteen settings go live, /leave holds, and /assist can swing
- mouse-look speed is cameraYawMoveSpeed and cameraPitchMoveSpeed, so pfUI's afkcam does what it asks and an addon driving the stock Interface Options window runs its load and Defaults walks to the end; the shipped feel does not move (2147)
- the eight combat-log range sliders are real settings, so BigWigs' Range plugin and DPSMate read and write them, and the Show Pet Melee Damage and periodic-spell settings genuinely silence what they gate (2147)
- the stock Sound Options window loads hidden beside ours for addons to find, and its three check-box settings are real: the listener sits at your character, emote voices can be muted, zone music can loop without its silence gap (2147)
- /assist with assistAttack set selects and starts swinging; /leave General survives a relog, a /join puts the channel back in its chat window's list, and SetGuildRecruitmentMode joins and leaves GuildRecruitment - City (2144)
- wipe, strsplit, strjoin, strtrim, strconcat and tostringall are gone: no 1.12 client has them, and the addons that call them are multi-client builds whose vanilla path raises on the real client too (2146)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-11 20:53:36 +07:00
SamandClaude Fable 5.1 31371641eb the mailbox takes typing again, and events carry their real arguments
- the mail window's send tab takes typing again: the subject, body and money boxes were taking no input while the recipient box swallowed every key, and a sent letter clears its subject and item icon instead of putting them straight back (2145)
- seven events fire the way the reference does: UNIT_DYNAMIC_FLAGS fires at all, swapping two identical stacks between bank slots fires PLAYERBANKSLOTS_CHANGED twice, the pet sheet's training points repaint, and ITEM_LOCK_CHANGED loses its invented arguments (2140)
- nine widget methods 1.12 addons probe for are in: ShaguTweaks stops recolouring textures the reference leaves alone, pfUI and _Nameplates stop raising on a tooltip's GetAnchorType, and 63 AceEvent addons get RegisterAllEvents (2142)
- six post-1.12 methods leave the widget surface (SetSize, SetShown, HasFocus, SetFormattedText and two tooltip verbs), so an addon reaching for a later client's API finds what a real 1.12 client gives it (2142, 2146)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-11 20:52:50 +07:00
SamandClaude Fable 5.1 5432a8bfbd a slider snaps to its step, a pushed button releases, and warnings show
- a slider with a value step snaps to it: a stepped drag fires once per row instead of once per pixel, a scrollbar cannot rest between two rows, and one wheel notch on the trainer list reaches the bottom (2133)
- setting a step on a live slider moves its value onto the new lattice and runs its handler, which an addon on the real client can count on (2143)
- a button pushed from script releases on the next mouse-up, so Tablet-2.0's rows stop staying pressed forever; a release off the button's rect un-presses it, and a locked state holds (2134)
- the mail body and the GM ticket box scroll as you type past their bottom, and the Use UI Scale checkbox reads a registered setting (2141)
- an engine warning, a call that was accepted and did nothing, reaches the /errors window in grey instead of one terminal line; a text row trimmed mid-character no longer kills the window's repaint (2135, 2138)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-11 20:52:20 +07:00
SamandClaude Fable 5.1 c343d236e9 cooldowns survive a relog, the MOTD prints, and lost channels come back
- a cooldown still running when you log out and back in keeps sweeping instead of vanishing, and another character no longer inherits the previous session's cooldowns (2116)
- the server's Welcome and Patch 1.12 lines print at login in system yellow, and a character whose General, Trade and LocalDefense had gone silent for good gets them back at the next login (2119, 2120)
- the stock Interface Options window loads hidden beside ours, so pfUI's options skin finds the real thing; the Auto-join Guild Recruitment Channel row has a real store, and a /reload no longer trips on its camera dropdowns (2115)
- the combat log words a power gain on the display scale, so MikScrollingBattleText shows +1 Rage where it showed +10; a 1.12 predicate answers 1 or nil rather than a Lua boolean, the test ColorPickerPlus makes (2117, 2118)
- a Lua error quotes a program element with a backquote the way 5.0 does, so AceLibrary's argument checks report their caller instead of raising inside the error path (2122)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-11 20:50:37 +07:00
SamandClaude Fable 5.1 99b5600e25 idle sits you down and camps you, and the addons anchor, parse and draw
- five idle minutes sit you down and flag you AFK, thirty log you out through the ordinary countdown; holding a key is idle, moving the mouse is not, and a swimmer stays afloat (2092)
- a knockdown no longer wedges: the landing froze the clip that held the base-animation lock, leaving a knocked-down player on their back for the session (2098); the perf cost pill starts hidden (2099)
- Lua is exactly 1.12's 5.0 — no vararg expression, no #, no %, the remembered table size — so Cartographer loads without errors and Mik's Scrolling Battle Text shows its text, in its own shipped font now that addon TTFs load (2101, 2102, 2103)
- a widget name is a Lua global for SetPoint and its kin, so Bartender2's bars spread out; a button's NormalText disowns its justify, the raise renumbers hidden frames too, and a missing toc file warns instead of erroring (2105, 2100, 2104, 2107, 2106)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-08 16:35:03 +07:00
SamandClaude Fable 5.1 73ead4e4d2 grass fades on a plane, model panes render, and the FPS journal ships
- the grass fade is a plane across the view, not a ring around the player: `0x6b2b80` texgens the camera-space position through `T(0,0,−52.5)·Ry(π/2)·S(1/17.5)`, so the fade coordinate is view-space depth, `u = (z_eye − 52.5)/17.5` — we measured `distance(eye, fragment)`, a sphere, which meets the ground as a circle centred on the player that slides as they walk and bites a piece out of every tuft it crosses, and that was the hard border; the ramp is `0x6b2320`'s quantised 64×8 table, `alpha = 4·(63 − col)`, read bilinearly as `(254 − 256·u)/255` and capped at `252/255` — plateau to 52.64 yd, zero at 69.86 yd, near grass 98.8 % opaque and never 100 — where we had a clean 1 → 0 line; the product `tex0.a × ramp` is what the 128/255 `detailDoodadAlpha` cutout tests (both stages MODULATE, `[0xc7b2fc]`, confirmed verbatim in all four apitrace captures), so the tuft eroding out at 61.11 yd is the reference's own behaviour and the "fix" that would have removed it never landed; the pass owns its render state — blend mode 2, ALPHAREF 128, cull off, depth-write on, the per-slot draw `0x6b2d60` binding nothing but the texture — where we passed the batch's authored blend and cull through, and the `clutter_state` probe counted the cost: of 322 detail batches, 2 author Opaque (no cutout, their margin drawn as a solid card) and 5 single-sided; the build gate measures the chunk's box against the frustum corner ray derived from the live projection (≈1.31× at 16:9, ≈1.45× at 21:9), not its centre plus a 24 yd margin that popped whole chunks in on relief (2004)
- a `<Model>` widget's animation state is Lua-observable and lives in the engine: a private scene clock its own `OnUpdate` advances by `trunc(elapsed·1000)` ms on visible frames only (`0x76d7f0`), an arm with an anchor the sampler re-reads every frame (`0x7121a0`), `OnUpdateModel` at the top of every paint (`0x76d1a0`) and `OnAnimFinished` from the completion callback (`0x76cdc0`); the file's sequences and bounds are facts the host hands over, `SetModel` seeds Stand now or when they land (`0x70ebd0`) with a queued arm replaying after the seed, and the XML `scale=` on a model pane is the model's scale (`CSimpleModel::LoadXML` `0x76cac0`), which the loader had never read (2007); and the pane renders its M2 — every visible pane with a file gets a cell of one render-target atlas at its device size through one orthographic camera, the root at `1280·modelScale·layoutScale` FrameXML units per model unit, the tile's `AnimationPlayer` paused and seeked to the engine's play head, the light black, particles in their own unit (`768·√(a²+1)` per model unit, neither scale), composited as one premultiplied quad at the callback rank; two corrections off the bytes: `OnUpdateModel` fires only with a model installed (`[widget+0x318] ≠ 0`) and `OnAnimFinished` fires once per arm for a looping sequence too (`0x719370`); the loader now applies a `<Model>`'s `file=` at all, which every XML-declared pane had lacked; retired: the minimap ping's byte-measured sprite, since `MiniMapPing` and `WorldMapPing` draw their own file on the pane's clock (2013)
- the stance feed fires `UPDATE_SHAPESHIFT_FORMS` only for a list change: the reference fires it at `0x4b28ff`/`0x4b2e43` from learn, unlearn and rank-replace alone, while ours fired on any change of the pushed view, and every fire runs the stock `ShapeshiftBar_Update`, which shows `ShapeshiftBarMiddle` unconditionally past two forms and `Show()`s an already-shown frame — no `OnShow`, no manage pass — so a stance switch or the category-47 cooldown arming and expiring left the middle strip drawn alone over a raised bottom-left bar; castability now rides `SPELL_UPDATE_USABLE` (`0x4b31c0`), active/texture/cooldown are pushed silently and repainted on `PLAYER_AURAS_CHANGED` and `SPELL_UPDATE_COOLDOWN`, the feed ordered before both handler sets so they read the fresh list (2009); and the loot-roll frame waits for its item template (B371): `GroupLootFrame_OnShow` paints once and nothing repaints it, and we fired `START_LOOT_ROLL` on the frame the packet arrived, against a snapshot whose name, texture and quality were still `None` — the reference's `0x61b310` ends in the item-template cache lookup `0x55ba30`, a hit firing the event there and a miss firing it from the arrival callback `0x61b460`, so the feed holds a fresh roll's event until the template answers, with two releases that are ours: a negative answer (a frame that never opens cannot even be passed on) and a 2 s deadline paid out of the roll's minute; `arg2` stays the wire's countdown, as `0x61b430` pushes it (2010)
- the FPS journal ships to players: it had registered inside the dev-only `DevToolsPlugin` and been armed by an environment variable, so nothing we shipped could have written a row on the one GPU-bound frame in the corpus, a Steam Deck's at 94 % busy; `/console fpsJournal 1` — a CVar of our own, persisted like every CVar — opens `benilla-config/Diagnostics/fps-journal.csv` and appends one row a second, `0` closes it mid-run, and `WOW_FPS_JOURNAL=<path>` stays as the harness lever; eight GPU columns appended, `gpu_ms` then `gpu_opaque, gpu_static, gpu_transp, gpu_glow, gpu_post, gpu_ui, gpu_other`, read off bevy's `RenderDiagnosticsPlugin`, which times passes where the device offers `TIMESTAMP_QUERY_INSIDE_PASSES` (Vulkan and DX12) and leaves the cells empty on an Apple GPU, empty being the honest value; `static_gx`, the four `ffx_glow_*` passes and `ui_gamma_decode` open diagnostic spans so a city's own draw is named in the split; a fresh file opens with the adapter, backend, driver and `gpu_spans yes|no` line; and a probe's `/console` line, which skips the stock `ChatEdit_ParseText` and had landed in a parser arm that knew only `reloadUI`, now forwards to `ConsoleExec` and writes a CVar the way the typed line does (2008)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 19:33:58 +07:00
SamandClaude Fable 5.1 bc1a2428dd the loading screen lets nothing through, and the micro buttons go stock
- units could be hovered through the loading screen — the sword cursor gave it away: the world pick chain has no state gate, one of fifty-one input sites, so a gate per consumer is a rule that regresses; the cut is at the source instead — one `PreUpdate` system empties the button planes, drains the raw queues, zeroes the accumulators and blanks the window's cursor position while the cover is up (the alt-tabbed-away state every consumer already handles); a press under the cover never happened, a held button is released once, a gesture in flight is cancelled, and a wall test counts the channels; the reference does the same — its raise registers a veto stub (`0x406a50`) on five event-bus categories — and one gap closed with it: the reference parks the plain arrow and drops any item overlay before the screen goes up, where benilla kept a held item's icon over the loading art (1986, 1990)
- the micro-button row is the reference's own `MainMenuBarMicroButtons.xml`, our transcription deleted — no engine verb was missing, and the whole engine-side cost is one alias, `SoundOptionsFrame = OptionsFrame`, because the stock file reads the reference's three options windows and ours is the one window for all three; what the stock file brings back: `UpdateTalentButton`'s own −2 re-seat (the five buttons after the talent button sit 1 px further right — the reference's own pixel), the raw binding token in the hover label (`(C)`, `(SHIFT-P)`), the sixty-second talent-button pulse on a ding while the sheet is closed (0304's scope-out retired), the keyring arm, and "Abilities" on the spellbook hover for a character with no spells; `BenillaActionBarArt_SeatAbove` goes with the file — a child is born one level above its parent (`SetParent` `0x76ab65`), the seat it set by hand (1987)
- hovering the player arrow on the stock world map showed an empty tooltip: narrower than 4:3 the map is scaled under 1, and our `MouseIsOver` had dropped the reference's division by `GetEffectiveScale` as "always 1" — the frame getters answer in the frame's own units, `GetCursorPosition` in the screen's; the division is back, and the region getters divide by their owner's scale too; and the ready check times out: the stock `UIParent.xml` ticks `CheckReadyCheckTime` every frame, the one unbound name in that file's way, so the mechanism behind it is built — a 30 s deadline and a "has not answered" flag per roster entry, the leader getting no popup while members print "%s has initiated a ready check" and get it, and on expiry `RAID_MEMBERS_AFK` with the unanswered names or `READY_CHECK_NO_AFK`, the last answer closing the check at once (1985, 1989)
- a review of the floor grind closed eight stale-input and bypassed-side-effect siblings the gates had left open: a never-placed card places on a still frame, the dormant-emitter skip sits below the emitter's lifetime blocks, PVS changes (not only spawns) un-still the gates, the appear ramp's retirement and a far-side unmark come due, a host born under a parked camera is judged, the projection counts as a still input, a fresh palette range is zeroed, the stable feed runs once more after a close, the unit publisher's viewer query is filtered, solo UI materials are reused by key, and the draw-list cache compares exactly; and three doc links the chat window's stock move (1948) left dangling point at what replaced them — the colour table and the tell ring are the stock Lua's now — which is what had the doc-links gate (1925) red on main

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 21:01:38 +07:00
SamandClaude Fable 5.1 e800974806 still frames skip settled work, and a guild can design its tabard
- on a still frame the world stops redoing settled work — each cut an exact gate, measured with the process pinned to the efficiency cores, where the main thread IS the frame: point lookups go through the water index, a terrain column tests its cell's four fan triangles, not the chunk's 256 (−1.3 ms), the flare march resolves its tile once, the static-world publish and light blob write only on change, billboards, emitter gates (off the new-portal edge), doodad-anim verdicts, the visibility walk, the unit publisher (its filter a named type), a rampless unit's alpha and the stable feed skip when nothing moved, the rig evaluator reuses its scratch, dormant emitters skip their step, child wiring visits pending emitters only, the shade map persists, and the terrain streamer skips its walk once settled; alone parked 25.4 → 21.6–22.8 ms of main thread, 32 → 36–38 fps there with nothing on screen (1979, 1982)
- the UI tick got the same treatment: a solo run's colour rides the material, not the mesh — the glow pulse's one `Assets<Mesh>` write a frame had armed bevy's asset-changed probes over ~44 k `Mesh3d` rows (−1.0 ms); script object ids index a dense map instead of a hash, where every scripted method call starts (−0.7 ms); the draw list is fingerprint-cached, walked every frame and sorted only when it changed (the list a named type); and the instrument that made the gates count at all: the first battery read flat until the probe printed how many frames each gate input had read as changed — `noisy=[cam:0,dbg:299,view:0,win:0,claim:0]` — one dev system took `&mut` on `DebugState` every frame to test a flag, so bevy marked it changed on 299 of 300 frames and silently disarmed every gate reading `debug.is_changed()`; it reads the flag first now, and the counters stay on the probe line (1982)
- two of the new gates were wrong the day they landed and are fixed in the same snapshot: the streamer's settled skip engaged the frame `complete` flipped, with the retained pass still baking the new cells, and froze the undrawn count `presentable()` reads above zero — the loading screen stayed up for good after a `.tele`; it now waits for a paced, presentable, complete world and keeps that count fresh; and the still-frame gates read the camera's `GlobalTransform`, which moves only after propagation — which runs after them — so a teleport frame carried every host's pre-snap verdict across the snap (a lamppost glow due to park kept its clock, over-bright after the `.tele`); the gates read the seat's own `Transform` write too (1982)
- a guild master can design the guild's tabard: the reference's own `TabardFrame.xml` joins the manifest (benilla never had the window), opened only from the wire — the click ladder's TabardDesigner arm now sends `MSG_TABARDVENDOR_ACTIVATE` and the Battlemaster arm its own hello (1861's two deviations retire); the `TabardModel` method table runs over five ints bounded by the `.rdata` table `{170, 17, 6, 17, 51}`, the design previews on the player's own body so the pane and the world show one look, and `Save` runs the fourteen pre-flight checks in the reference's order; the world frame is the reference's own `WorldFrame.xml` too — the framerate readout is live on CTRL-R — and the carve settled its kind: a `Frame` to Lua, a one-shot type, the sole tenant of stratum WORLD, and not "over the UI" when hovered, so world clicks and camera look stay live while its scripts fire (1977, 1983, 1984)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 21:00:42 +07:00
SamandClaude Fable 5.1 e7ac8b94f3 the minimap and world map go stock, and the chat loses its white plate
- the minimap cluster and the battleground list are the reference's own `Minimap.xml` and `BattlefieldFrame.xml`, ours deleted, and the sixteen engine names the static probe found unbound are built, not stubbed: the battleground list and queue family (the as-group join refused client-side with no packet when the map's `MaxPlayers` is below the group), the bodyless `CMSG_BATTLEFIELD_STATUS` on world enter — benilla never sent it, so a queue joined before a reconnect was invisible — the 5.5556 yd `BATTLEFIELDS_CLOSED` leash, and the meeting-stone pair over the `0x295` five-way table with both asymmetries; the ping's lifetime is the stock Lua's now (held 5 s, faded 0.5 s), `GetPingPosition` answers two numbers always — our nil was a Lua error on every frame of the stock `Minimap_OnUpdate` — and the map-change drop the reference never had is gone (1974)
- the world map is the reference's own `WorldMapFrame.xml`, our transcription deleted; built for it: the arrow-frame family (an anonymous `Model` child at its 33.6 px footprint, drawn app-side as the minimap's own arrow sprite through one shared constant), the battleground position family over `MSG_BATTLEGROUND_PLAYER_POSITIONS` both ways (the reference's 5000 ms request throttle), and `GetPlayerMapPosition` resolving `raid1..raid40` where it knew only the party (B320); `SetupFullscreenScale` — the engine binding `0x48c270` the map's and the cinematic frame's OnShow call, which our map had stood in for with Lua — is bound to the carved law `min(0.75 · aspect, 1)` off the configured aspect, written through the frame's own `SetScale` (1.0 at 4:3 and wider, 0.9375 at 5:4); a hovered POI writes the map's own area label, not the tooltip; named gap: `WorldMapPing` draws nothing yet (1980, 1981)
- the tutorial frame is the reference's own `TutorialFrame.xml`, over a tutorial system benilla never had: two bit banks filled from `SMSG_TUTORIAL_FLAGS` — the fire-once bank `TriggerTutorial` reads and sets (never a send) and the acknowledged bank `FlagTutorial` writes and sends; there is no tutorial CVar in the binary (210 `CVar::Register` sites censused), so "disable tutorials" is every bit acknowledged; the sites this app can produce are wired (the world-enter Welcome cascade, the level-up arm, item pushes, the loot sparkle, the meeting-stone and battleground arms), the rest named; the loader learned `<TitleRegion>` — the stock frame's drag handle, a region that emits no quad; and the `TabardModel` widget kind arrives ahead of its window, five ints bounded by the `.rdata` table `{170, 17, 6, 17, 51}` and the constant 100 000 tabard cost (1976, 1977)
- the chat window drew as an opaque white plate: the chat-cache loader, gated on `InWorld` alone, restored into the boot VM 130 ms before the deferred entry load filled it, and its per-VM memo then blocked the restore that would have reached the real frames — the plate the stock Lua tints black stayed the XML's white; between the entry edge and the load there is now no VM in the world (the edge parks the boot VM, the load takes it back), so no in-world feed pushes into a VM with no interface; the perf pill reads `59 fps  7.0 ms  17.3 cpu` — the MAIN thread's milliseconds in full text and the process-wide sum dim, because the sum of every thread's CPU time had been read as a frame time (a raid read 17 on it at a solid 60 with the main thread at 7); and `WOW_PROBE_UI_ONE_TEX=1` is a pricing lever, never a look, for the draw-count ceiling a UI atlas would reach before one is built (1978, 1954)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 20:59:53 +07:00
SamandClaude Fable 5.1 c965b5425d the tooltip and five windows go stock, and the battleground keeps score
- the tooltip is the reference's own file: `GameTooltip.xml` loads off the chain, ours is deleted, and every verb it calls was already bound, so this is a plain swap; retired with it: the `$parentThicken` plate fill that thickened the plate from the art's ~73% to ~84% opacity — the reference's plate is the raw `UI-Tooltip-Background` tint, and that is what ships; the one engine fact the transcription had been hiding: the reference's instance declares no size, and a frame with one anchor and no size resolves to NO rect under the reference's own layout law — our declared size had been a harness crutch (1968); and the dressing room goes stock with `<DressUpModel>` as a widget kind (factory `0x495c00`): a `PlayerModel` plus its own `Undress`/`Dress`/`TryOn`, where `Undress` strips the body and not the hands, and Close is read off the window since the stock OnHide queues nothing (1969)
- the mail window and the auction house are the reference's own: `MailFrame.xml` loads off the chain and brings the stationery picker, invoice pane and autocomplete ours had left out; the stationery family is built off wow-re's carve over a list computed off `Stationery.dbc` rows × the player's bags (`0x622270`, not the bank); the selection rides `CMSG_SEND_MAIL` field 6 and a send with none silently aborts; its two events fire where the client fires them (1970); `Blizzard_AuctionUI` loads on demand from the `AUCTION_HOUSE_SHOW` arm, and three root fixes its Lua surfaced: `GetAuctionItemClasses()` is static — read at the addon's load, before any session, so the class tree is a login-scoped push; `SetAuctionCompareItem` (`0x535d70`) on the vendor compare's one body; `NEW_AUCTION_UPDATE` resets the create form; its dressing-room pane shares the app's one room (1971)
- the battleground keeps score: `WorldStateFrame.xml` loads off the chain and ours is deleted; the stock file is three things where ours was one: the readout, the capture bars, and the battleground scoreboard this client never had, built off wow-re's round — `MSG_PVP_LOG_DATA` both ways (throttled to 5000 ms client-side, `0x4aa170`) and `CMSG_LEAVE_BATTLEFIELD`; eleven score verbs over a board the app pushes, where the filter is a SORT, not a compaction — team first, killing blows descending, deaths ascending, honor descending, name — so the filtered count shrinks while `GetBattlefieldScore` still reaches every wire row; `HIDE_OUTDOOR_WORLD_STATE` joins the options uvar block, a capture point is a bar, and the scoreboard and battlefield-minimap toggles become bound specs at the install's own `SHIFT-SPACE`/`SHIFT-M` (1972)
- the trade skill and craft windows go stock as `Blizzard_TradeSkillUI`/`Blizzard_CraftUI` on demand, from the reference's own UIParent arms; our two transcriptions are deleted; the four item-link verbs are built off wow-re's carve on the client's link builder (`0x52adb0`) — zero values on any miss, `GetTradeSkillReagentItemLink` raising Blizzard's own typo'd Usage, kept, and `GetCraftItemLink` the `|Henchant:` link in fixed white; `SetTextColor`'s channels coerce nil to 0 on FontString, Font and Button where ours had raised (1973); and the Inspect, Talent, Macro and Raid addons load on demand — `benilla.toc` lists no `Interface\AddOns` row, and below level 10 the talent addon is never even loaded; the gates walk every reached addon and found `Blizzard_GMSurveyUI`'s four engine verbs nothing answers, reachable only through `GMSURVEY_DISPLAY`, which nothing fires (1889; 1967)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 20:59:04 +07:00
SamandClaude Fable 5.1 f4951470a3 coins ride the cursor, and the trade window and combat text go stock
- coins ride the cursor: `MoneyFrame.lua`/`.xml` load off the player's chain, and the stock kit reads the cursor's coins at load, so the money cursor — payload mode 2, the copper at `[0xb4e2f0]` — is the engine's: `PickupPlayerMoney` puts coins on the cursor and the purse is never debited, and `CoinPickupFrame.xml`, the shift-click coin dialog nothing of ours had ever answered, joins; wow-re's round then set the law: the pickup raises on a non-number and refuses silently on zero, lost control and more than the purse; `AddTradeMoney` folds the coins into the offer as an absolute `CMSG_SET_TRADE_GOLD` gated on the purse; the send-mail setters and `GetCoinIcon` answer as the bytes do; the coinage-change reflex trims an offer the purse no longer covers; and the four send-mail pickup/drop verbs the stock table names do not exist in 5875, so they are not built (1962, 1965)
- the trade window is the reference's own file: `TradeFrame.xml` + `TradeFrame.lua` off the chain, ours deleted; `GameTooltip:SetTradePlayerItem`/`SetTradeTargetItem` (`0x5341e0`/`0x534410`) render the slot's item the way the loot slot's is, and `TRADE_PLAYER_ITEM_CHANGED`/`TRADE_TARGET_ITEM_CHANGED` — which the stock file repaints one slot on, and nothing had fired — fire per changed slot beside `TRADE_UPDATE`; the stock file brings the chain's own `MoneyInputFrame`, a TARGET_TRADE `SmallMoneyFrame`, `ItemButtonTemplate` slots and the enchant slot's own wording — "Item not yet modified" where ours had read "Will Not Be Traded"; the wire's enchant id is not carried into the slot yet, so the tooltip shows the item without its enchant (1966)
- the dialogs' verbs, as the bytes define them: nine of the ten stock `StaticPopup.lua` bindings 1960 had left named are built off wow-re's round with their packets, events and UIParent arms — the bare trade pair, `ForceLogout`, the instance-boot timer (whole seconds), the area spirit healer's accept/cancel/time, `AcceptBattlefieldPort` out of a three-slot queue `SMSG_BATTLEFIELD_STATUS` fills, `CancelMeetingStoneRequest`, and the pet trainer's pair as the talent wipe's twin, latch for latch — `SMSG_PET_UNLEARN_CONFIRM` latches and asks, `ConfirmPetUnlearn` sends behind the money gate, `CheckPetUntrainerDist` reads the leash; not built, named: the healer's proximity scan (`0x4923b0`: 20 yd to acquire, 22 to retain), so no healer is cached yet, and `ReplaceTradeEnchant`, which rides trade-slot enchant targeting this engine does not build (1963)
- the scrolling combat text is the reference's own `Blizzard_CombatText`, LoadOnDemand off the chain: our transcription is deleted, and the addon loads through `UIParentLoadAddOn` at the reference's own sites; the family's fourteen defaults move to the options file where the reference keeps them, because a LoadOnDemand addon cannot define the options that decide whether it loads (1964); and the Looking-for-Group pair is what the bytes define, correcting 1959's flag: `SetLookingForGroup` takes three (type, entry) pairs and a comment, packs each slot as `(type << 24) & entry` — an AND (`0x4e9713`), so every admissible input stores zero — and sends `CMSG_SET_LOOKING_FOR_GROUP` only when the commit changed something; `GetLookingForGroup` answers three nilable slot names then the comment, never 1|nil; and the stock 1.12.1 UI never calls either — both call sites sit in an XML comment (1961)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 20:58:15 +07:00
SamandClaude Fable 5.1 058ca4b6c8 every dialog is the reference's own, and the trainer loads on demand
- every dialog is the reference's own: `StaticPopup.xml` + `StaticPopup.lua` load off the player's chain, and 0308's engine with its 37 dialogs leaves `UiPanels.xml`; all 76 of the reference's dialogs are the stock table's, 28 of which no file of ours had ever registered (the resurrect family among them); the nine hidden listener frames that existed only because benilla once had no `UIParent_OnEvent` come home to it verbatim from UIParent.lua, and the seven files that were nothing but a dialog and its driver are deleted; what the swap surfaced: the reference capitalises the countdown's unit word ("5 Minutes until release") where ours had lowercased it, and ESC in the typed delete confirm's box is swallowed — the entry names no escape handler; arms for events this engine never fires (PLAYER_SKINNED, TRADE_REQUEST) wait on their feeds rather than being armed blind (1960)
- the social window and the unit menus are the reference's own files: `FriendsFrame.xml` loads off the chain and our transcription is deleted — its twelve dialogs re-homed, `FRIENDLIST_SHOW` fired as the answer to an explicit `ShowFriends()`, and `Get`/`SetLookingForGroup` a client-side flag until their bodies are carved; `UnitPopup.xml` loads off the chain, our row catalogue and its driver frame go, and nine verbs are built for it — `HasFullControl` off the player-control flag the reference reads at `0x51a158`, `UnitPlayerOrPetInParty`/`InRaid` over a new unit owner, and the six pet one-shots, each pressing the bar's own reaction or command slot word through the same latch and `CMSG_PET_ACTION`, confirmed by wow-re's carve; the Guild Leave/Promote confirms 1958 believed nothing registered were our social file's all along, and the duplicate went with it (1958, 1959)
- the trainer loads on demand: our `TrainerFrame.xml` is deleted and no row replaces it — `Blizzard_TrainerUI` loads off the player's own chain through the reference's `ClassTrainerFrame_LoadUI`, and the LoadOnDemand `Blizzard_*` addons are registry rows read off the chain; the timing IS the mechanism: the list builder writes the state-filter mask to 3 on every `SMSG_TRAINER_LIST` (`0x4d75d9`) and the stock addon pushes its saved filters exactly once, on its own ADDON_LOADED — which fires on the session's first trainer, after that packet, so the saved filters win that open and an eager load would never have applied them; the loader holds an anchor to a sibling not built yet and applies it once the subtree exists; and `UNIT_FLAGS` fires only on a change between two snapshots — wow-re's trio found the per-field watch bridge runs no notify pass on the create leg, correcting 1953 (1957)
- the additive window, built and withdrawn the same hour: under `BLEND_ADD` every additive particle draw commutes with every other, so same-key additive draws can be regrouped exactly — built in the effect lane's merge walk and measured on the crowd rig (Stormwind, forty partybots): the adjacency merge already folds about half the effect items and the regroup found two more folds in a frame of ninety-three, so the pre-regroup walk is what runs; what stays: an `fx=` items/merged census on the FPS probe line, a `DRESS_PART` line per drawn part of the self body on the dress census, and the regression the A/B uncovered: 1948's stock chat migration dropped the drain's plain-line sender, so every `WOW_PROBE_CHAT` rig — the crowd rig's forty `.partybot add`s among them — had gone silent on the server; a probe's slash-less line reaches the wire as SAY again (1955)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 20:57:24 +07:00
SamandClaude Fable 5.1 2fed249252 the chat and spellbook go stock, and hidden props park their meshes
- the chat window is the reference's own `ChatFrame.xml` and `FloatingChatFrame.xml`, run off the player's chain; our 2216-line transcription is deleted, the feed fires `CHAT_MSG_*` and the reference's `ChatFrame_OnEvent` prints — no app-side composition into the windows, no routing table, no whisper chime or flash of ours, and the transcribed edit-box machine (sticky type, tell ring, Tab cycle) retires with it; the verbs the two files call are built to the bytes — the whole `0x98` chat-window record and its eight verbs, the 94-entry chat-type colour registry, the language walk, the channel verbs as a command queue, the slash handlers' emote/roll/assist/uninvite/console/logging verbs; `chat-cache.txt` is written and read in the reference's whole grammar, the 68-entry message-group table in flag order and the no-file boot included, and the chat bindings and macro lines run through the reference's own arms (1948)
- the spellbook is the reference's own `SpellBookFrame.xml`; our 965-line transcription is deleted, and two quirks it reproduced by hand (the pet page ignores its page number, its arrows write the spell book's counter) now come from the reference's lines; one adapter remains because the reference's autocast shine is a `<Model>` that draws no pixels in this engine — the script puts the token-texture shine beside each button's model and carries it with the model's shown state; the nine spell-slot bindings (`GetSpellName`, `CastSpell`, `PickupSpell` and their kin) now parse their arguments the way the reference's shared marshaller `0x4b3ec0` does — a numeric arg 1, a mandatory arg 2, the index gated to [0, 0x400) with "Invalid spell slot in <Verb>" on a miss, "pet" matched without case — where ours raised mlua's own message on a negative id, answered nil for 0 and above 1024, and read the wrong book for "PET" (1952)
- a long-hidden world model part parks its `Mesh3d`: the entity path keeps the batches the retained pass declines resident — 5.3k hidden submeshes at any instant at the Stormwind auction house — and Bevy's sweeps walk every `Mesh3d` whether it draws or not, so a part parks after 30 consecutive hidden frames and unparks the frame its verdict turns visible; every world model part takes part, units' bodies included, while a booth's mirror parts stay out; interleaved pairs read an alone Stormwind 0.1–0.4 ms lighter, and `WOW_NO_MESH_PARK=1` is the A/B; the audio thread's realtime class was the standing suspect for the raid's `cpu_p99` spikes with sound on, and `WOW_AUDIO_NO_RT=1` across two interleaved Blackrock pairs read no difference, so the lever stays as an instrument (1949); and a no-merge prop batch now says which rule declined it — animated (1551 at the auction house) or transparent, not order-free (340) (1951)
- the probe reads CPU per thread across its window (user and system split, because a user-mode sampler never sees kernel time) and the main thread's CPU inside the app's frame beside its whole-frame CPU; together they place the vsync tax every player pays by default — cpu_ms 10.7 uncapped against 12.5 under vsync, alone in Stormwind, with no system growing and no thread spinning: it lands on the main thread, in user time, inside the schedules, the same systems each running slower, and a low-priority spinner holding one core busy erases it to the last decimal (vsync + spinner 10.18 against uncapped 10.17), which is frequency scaling — under vsync the cores idle deeper between frames and the next burst starts at a lower clock; nothing in the client is the cause and nothing in the client changes for it (1950)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 20:55:55 +07:00
SamandClaude Fable 5.1 2f7cfcabf5 the action bars are the reference's own, and a gift can be wrapped
- the action-bar cluster is the reference's own: `MainMenuBar.xml`, `ActionBarFrame.xml`, `MultiActionBars.xml` and `BonusActionBarFrame.xml` run off the player's own chain, and our `ActionBar.xml` (2047 lines), `MultiBars.xml` and `StanceBar.xml` are deleted — three, since the stock bonus-bar file declares the shapeshift bar too; one engine verb, `ChangeActionBarPage`, fires `ACTIONBAR_PAGE_CHANGED` and nothing else; one load blocker: stock `MultiActionBars.lua` writes the options window's table from its OnLoad, the reference's own load-order hack, so our options window moves to the reference's toc slot; and ten things the reference does that ours did not: an empty button is HIDDEN while showgrid is 0, the bonus overlay sits one pixel right of the main buttons, every slide takes one frame more than its time, and `ActionButton_ShowGrid` ghosts EVERY ring, occupied included (1938)
- a gift can be wrapped: right-clicking wrapping paper fell through to plain use and sent `CMSG_USE_ITEM`, so nothing happened — you could receive a gift and never give one; the wrap is a displayed-cursor MODE plus a stashed slot, never a payload, so `CursorHasItem()` stays false and every stock gate on it stays shut: right-click arms it, a left-click on a bag slot sends `CMSG_WRAP_ITEM`, and the client applies no eligibility test — the server's `ERR_CANT_WRAP_*` reasons are the error line (1934); a duration-limited item counts down: `SMSG_ITEM_TIME_UPDATE` parks a deadline and the tooltip's `ITEM_DURATION` line runs the enchant countdown's bucket ladder, so "Duration: 1 days" is what the reference renders; an update for an item we do not hold is DROPPED, no queue (1933); and a renamed crowd-control refusal names its mechanic — "Can't do that while stunned" — off `SpellMechanic.dbc` (1943)
- a creature paths on a boat: `SMSG_MONSTER_MOVE_TRANSPORT` carries the transport's guid and deck-local coordinates, and is the attach/detach edge; a deck sample lands on the rider or nowhere, never as a world write a few yards from the map origin; and "there is no terrain under a boat" turned out wrong: the ground probe admits GameObject meshes — a boat's `.wmo` is a GameObject, so the probe hits the deck (1936); `MSG_MOVE_TIME_SKIPPED` is read, not dropped — the reference adds the lag to the observed unit's last-wire stamp, so dropping it scheduled their next packet `lag` ms late, a hitch for every player who stalled zoning in near us; and our own settle hold reports once (1935); and the tradeskill tool order was backwards — focus FIRST, so every two-tool recipe had read "Blacksmith Hammer, Anvil" for the reference's "Anvil, Blacksmith Hammer"; the focus's `hasTool` is 1.0 in the reference too (1942)
- the crowd's second sitting, instruments first: the probe line carries the tail — cpu p95/p99 and the six worst frames — because a mean under budget hides the one frame in twenty over it (raid legs railed at 16.67 with p95 at 18–20 ms) and whether that frame was work or a wait is the first question about a stutter, and the visible meshes are counted by lane; then two cuts — a terrain tile furnishes as 4×4 cells of 4×4 chunks, one mesh, one entity, one draw per 133-yd cell instead of per 33-yd chunk (a city horizon is over a thousand chunks a frame, and a cell changes nothing a pixel can see; Stormwind 10.55 → 10.32 `cpu_ms`), and an authored point light is our own `WorldPointLight`, not Bevy's `PointLight`, which was only a data carrier while Bevy ran its whole light lane over every lamp, ~2 % of the alone frame; the sitting's record is 1945, and the code says so (1945)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 20:54:27 +07:00
SamandClaude Fable 5.1 b41acbf98a Linux and Windows get their sound back, and emotes refuse while moving
- every build off macOS has been silent since the 09-02 snapshot (B356): the non-macOS device layer was a stub that opened nothing, and nothing had ever compiled the client for another target; that layer is now the same output stream over cpal — one seam, not two stacks: the ring, the render thread and the rebuild-on-device-change loop are one code on every platform, only the device file differs; the audio thread never allocates, a lost or changed default device is noticed at kira's own cadence, and realtime is `SCHED_FIFO` on unix and MMCSS "Pro Audio" on Windows, either refusable, the ring turning a refusal into a degradation; and the two instruments this bug says were missing exist — a Linux and Windows cross-compile under `clippy -D warnings`, and a live output test that opens the real device and asserts the ring never ran dry, because compiling is not sounding (1920)
- an emote that requires standing still now refuses on the move: `CheckEmoteEligible`'s `0x4000` arm writes an out-param that `DoEmote` turns into a red "You can't do that while moving!" and aborts; 20 emotes of 78 can raise the line, read off the shipped `Emotes.dbc`; SWIMMING is not in the mask, so a swimmer holding still emotes fine, and `IsSelfControlled` is TRUE for an ordinary player, so a feared or confused player emotes away happily (1904); and the cast path gains its equipped-item rung — the button greyed and pressing it still sent: the reference short-circuits to "fits" on four gates, not one, the miss being a zero `EquippedItemSubClassMask`, which means no item required at all, and the rung sits above the crowd-control validator, so a player both stunned and missing the weapon is told about the weapon; that ladder has six arms, not three — CHARMED, FLEEING and CONFUSED join (1925)
- the quest reward's money is the reference's own widget: the tail of the shared `QuestFrameItems_Update` drives `questState.."MoneyFrame"` through `MoneyFrame_Update`, and the two hand-built coin trios become one `MoneyFrameTemplate` instance each at the reference's anchors, which our coins already used; the progress panel stays on coins, being the required-money flow, not the reward one (1928); and the flight master's `!` joins the questgiver sweep, because the green `!` and the gold `!` are the SAME slot, `unit+0xb2c`, torn down once before both queries re-issue; the mouseover re-ask is refuted — the only taxi-status sender has one live caller — and the two queries are not symmetric: the questgiver's goes out on every sweep, the taxi one only when the unit's key moves or on a full sweep, as the wire shows at Dungar Longdrink: 68 questgiver status queries against 1 taxi-node one (1918)
- `GetSpellTabInfo` out of range answers `nil, nil, 0, 0` — the reference returns four values on every path that returns (`0x4b3ce0`), and ours answered a single nil copied from another binding's shape; it matters because stock `SpellBookFrame_OnLoad` calls it unconditionally and then does `id > (offset + numSpells)`, which a nil raises on and (0+0) makes true, hiding every button on the page — the behaviour to match; the argument raises the reference's usage string when absent, and the index truncates toward zero THEN decrements (1931); the perf probe gains a `WOW_PROBE_UNCAP=vsync` arm, because the uncapped present mode is a request, not a schedule — measured, it taxes the number it was meant to pin (11.80 `cpu_ms` uncapped against 14.65 under it), so the default stays uncapped; and the last three test temp paths are keyed on the pid, after concurrent runs raced on one fixed shared file

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 20:52:22 +07:00
SamandClaude Fable 5.1 2bebb94471 the inspect and talent windows are the reference's own
- the inspect and talent windows are the reference's own: `Blizzard_InspectUI` and `Blizzard_TalentUI` are LoadOnDemand addons whose real `.xml`/`.lua` live inside `patch.MPQ` — the loose `Interface\AddOns` folder holds only a `.pub` signature, which three notes in this tree had read as "packed, no source to migrate from", one wrong inference that kept five windows on hand-written transcriptions; 2300 lines of ours out, no engine work needed, and three things our talent transcription had quietly invented fell out (there was no level-10 gate, every tree scrolled where a shallow one does not, and a nil `TalentMicroButton` threw out of OnShow before the window painted)
- a nil unit token RAISES in 53 of 83 bindings: wow-re censused the registrar table at `0x850438` — `UnitName(nil)` raises and `UnitIsVisible(nil)` is quiet, one line apart in stock files, so there is no rule to derive, the table is the rule; ours answered a default and our own test had pinned it; both token positions of the seven two-token predicates are gated, `GetRaidTargetIndex` too, and `UnitIsAFK`/`UnitIsDND` are confirmed not to exist in 5875 at all (zero occurrences under a positive control) — we invented them, and they stay deliberately ungated
- `EditBox:SetNumber` did not exist (the only chain file calling it is `MoneyInputFrame.lua`, on the chain since the money kit): it is byte-identical to `SetText`, formats through `%.14g` in MSVC's CRT (`1e+020`, `1.#INF`), and `OnTextChanged` never fires from an edit — it fires from the dirty-word drain inside the box's own OnUpdate, coalesced to one per box per frame, where ours fired synchronously and `MoneyInputFrame_SetCopper` raised on it; `PanelTemplates_TabResize`'s `tab` argument is optional as the reference's is (stock macro tabs call it with `0`)
- the skull or star on your CURRENT target never appeared or cleared until you re-targeted — `RAID_TARGET_UPDATE` was never fired, and stock `TargetFrame.lua` hangs its repaint off it; a raid-to-party conversion now empties the mark board as `0x4ba550` does; and the group-loot roll popups were already on the chain inside stock `LootFrame.xml` — our 546-line `GroupLootFrame.xml` had been shadowing all four of them

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:06:18 +07:00
SamandClaude Fable 5.1 7e3a67a02e the unit frames are the reference's own, and the water has motes in it
- the player, party, target and pet frames are the reference's own files (`BuffFrame`, `UnitFrame`, `CombatFeedback`, `PlayerFrame`, `PartyFrame`, `TargetFrame`, `PetFrame`, in the reference's toc order) — our 2741-line `UnitFrames.xml` and our `PartyFrame.xml` are deleted; four engine verbs built for them (`PartialPlayTime`, `NoPlayTime`, `UnitPlayerControlled`, `UnitIsCivilian`, each answering 1/nil), the whole-UI load bracketed in the counted sound-suppression scope `0x48fbf0` self-brackets (the reference fires a `PlaySound` during load and throws it away), and `GetBillingTimeRested` read off `SMSG_AUTH_RESPONSE`'s third billing field rather than hardcoded; the differences the stock files bring are pinned rather than papered — `PlayerFrame` never hides, an unresolved name is BLANK not "Unknown", the target frame has no numerals at all (a bar hover pops the unit tooltip instead)
- what the swap surfaced, each a hard break under the stock files: `UnitBuff`/`UnitDebuff` returned the Classic Era ten-value tuple, name first, where 1.12 returns two and three values TEXTURE first (`0x519500`/`0x5198f0`) — a raise twice per `UNIT_AURA` on any debuffed target, and all 184 corpus call sites bind the 1.12 shape; the power events are named per resource (`UNIT_MANA`/`RAGE`/`FOCUS`/`ENERGY`/`HAPPINESS` and their MAX twins) and we fired the Era pair, so no mana, rage or energy bar could live-update; `SetRaidTarget` is the engine verb and `SetRaidTargetIcon` the FrameXML toggle wrapper — we had registered the wrapper's name on the engine's body, so every raid mark in the unit popup raised
- the underwater drift cloud: the reference draws a fixed 4000-mote field whenever the camera eye is inside a liquid — not a particle system, nothing spawns, ages or dies; a population scattered once into a 30 yd camera-relative cube, advected by the camera's own motion plus a gust and wrapped, so the field stands still in the world; benilla had the murk and nothing in it; a dry frame commits no draw, and the submerged one is bounded by the reference's own 666-quad cap (633–644 of 4000 measured live, which is the expected survivor count of a uniform cube through the 90° cone — an independent check on population, distribution and cone at once)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:04:32 +07:00
SamandClaude Fable 5.1 c34ea85c1b the character sheet is the reference's own file
- the character sheet is the reference's own — `CharacterFrame.xml`, `PaperDollFrame.xml` and `PetPaperDollFrame.xml` off the player's chain in the reference's own order, 2800 lines of ours deleted — and the one engine verb it needed had no pixels: a bare `<PlayerModel name="CharacterModelFrame">` drew nothing here, so the swap as written would have replaced a working paper doll with an empty rectangle, invisible to every loader and gap check; a `<Model>`/`<PlayerModel>` widget now draws its window's booth, keyed on the reference's own frame names, and the booth mirrors take their yaw off `PlayerModel:SetRotation`'s own state, which is what the reference's `Model_Rotate*` write
- what the stock file calls that was not there: `MicroButtonTooltipText(text, action)` (all five tab hovers), the two scripts `CharacterFrameTabButtonTemplate` carries — without them the five tabs are DEAD, since the reference's `PaperDollFrame` is `enableMouse` with a hit inset the tabs sit inside — `GetGuildInfo` on a recognised-but-unresolvable token answering `(nil, nil, 0)` rather than raising (`0x4c9330`), and `UnitAttackBothHands` pushing four values not two (`0x518810` calls the hand accessor twice; the reference's own Lua destructures two and says `FIXME` about the off hand, so no amount of running the sheet could expose it) — both skill verbs clamp a debuff deeper than the skill to zero as `0x5188a7` and `0x519298` do
- a gate for the question that bites AFTER a swap: for every chain window, census the bare `name(` call sites across it and its `.lua`, subtract what those define, keep what the reference's own `_G` carries, and require every survivor non-nil in a VM with the whole interface up — `LootFrame.xml` had shipped load-clean and raised at line 85, and the stock character sheet would have raised on the first tab hover; the stock sheet is driven end to end over a level-60 body with a +105 buff, a −12 debuff and a resistance school whose debuff outweighs its buff, at the rendered strings

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:02:55 +07:00
SamandClaude Fable 5.1 f01a964e6e druids get their relic slot, and the loot window is the reference's own
- `UnitHasRelicSlot` is real in 1.12 and benilla had no binding for it: `0x519e50` reads `ChrClasses.dbc` field 16 — set for Paladin, Shaman and Druid in `patch.MPQ`'s 17-column copy (the base `dbc.MPQ` copy has 16 columns and no such field, which is how the "always false in vanilla" belief survived twice in decisions and seven times in code) — and stock `PaperDollFrame.lua` calls it unconditionally, so the character sheet would have raised for EVERY class; a druid, paladin or shaman's sheet now hides the ammo slot, shows the relic plate where the bow was, tooltips "Relic", and reports ranged Attack/Damage/Power as N/A, all four branches transcribed from the reference
- the loot window is the reference's own `LootFrame.xml`: `LootButton` is built as a real widget type rather than aliased (a Button plus one slot dword and one overridden OnClick — right-click loots exactly like left, no shift/ctrl/alt takes, a row whose Lua handler errored still loots, a fast double-click takes two slots), `LOOT_SLOT_CLEARED` fires per row again because the stock file hangs hide-in-place AND the emptied-page auto-advance off it, `EditBox:Insert(nil)` is a no-op as `lua_tostring` makes it, and an alias `GameTooltip.xml` had quietly become a reader of would have turned every item tooltip white, silently, had it just gone nil
- the vendor cursor: `PickupMerchantItem` is two verbs behind one name, decided by what the cursor holds and never by the caller — a held bag item SELLS (index ignored, no merchant-open gate), otherwise the vendor row is grabbed as cursor mode 5, which is invisible to `CursorHasItem` (modes 1 and 9 only) so all thirteen stock gates stay closed while it is held; the drop is the buy, `CMSG_BUY_ITEM_IN_SLOT`, count 1, into a bag or an equipment slot, and every refusal is silent and clears the cursor; the four `Model_*` rotation handlers land in UIParent where the reference keeps them
- the gap report reads `:Method(` sites now — it found `SetMerchantCompareItem`, which would have raised on the first vendor-row hover with every check green, and `LootButton:SetSlot`, and 28 "free" windows became 25; the shared coin kit moved out of the merchant window into `MoneyFrame.xml` so the eight windows that draw coins through it can reach it without loading a vendor

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:00:40 +07:00
SamandClaude Fable 5 3858aaaa6c the bank is the reference's own window, and far sight freezes your body
- the bank window is the reference's own `BankFrame.xml` run off the player's chain — our 890-line copy is deleted whole; putting bags into the bank's bag slots works (the two verbs its buttons are wired to now exist), the purse is a real `SmallMoneyFrameTemplate` splitting 987654321 copper into three coin buttons instead of one string, `BANKFRAME_OPENED` loses the argument the real client never fires, and the bank stops auto-opening your bags while the vendor and mailbox keep doing it; the empty-slot click still plays the bag sound, because the reference's own line plays it on every click the cursor did not consume — named as faithful rather than quietly fixed
- underneath it, the bank's inventory band is a VIEW over the container feed, not a second copy — inventory ids 40..69 had answered nil because the doll array stops at 24, so the stock file swapped in would have drawn an empty bank; the six bank bag slots become real inventory slots (64..=69) fed off the player descriptor, the three bag verbs are carved from the binary (`PutItemInBackpack` IS `PutItemInBag(0xFF)` through a ten-byte thunk, the occupied-by-an-ordinary-item leg auto-stores with no destination slot at all, and the return is the Lua number 1 or nil — the nil being the whole reason a plain left-click opens a bag), and the swap caught `BankButtonIDToInvSlotID`'s bag arm six slots wrong: it took a bag number 1..6 where the reference passes the button's own id, which is the container id
- far sight freezes your own body while the view is out — the fifth conjunct of the movement predicates' shared precondition, joining the health term so the walk, the turn and the follow teardown go down together; both halves are load-bearing: the `IsActivePlayer` half is what keeps a Mind Control victim walking (possession rides the same PLAYER_FARSIGHT field), and the latch half is the RESOLVED engage rather than the raw field — and the camera is untouched, you still look around freely, which is the whole point of the spell
- the reset offer no longer outlives the character that earned it — log out after walking out of the Deadmines and your next character was offered a reset the first one had earned — and the one lockout leg no probe can ever reach (vmangos writes a last-instance map only from raid binds, which the client's handler discards as not-a-party-dungeon) is now covered end to end through the real system, its module doc saying plainly: tested and never observed

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:18:51 +07:00
SamandClaude Fable 5 03c70a7035 the bag windows are the real 1.12 files, and /walk actually walks
- the bag windows are the reference's own `ContainerFrame.xml` running off the player's patch chain — decision 1751 makes the stock 1.12 UI off the install the end state and `assets/ui` scaffolding that retires file-by-file (86 files against the 99-file stock corpus, 72% of the 1128-function global surface already built) — via one ordered manifest, `benilla.toc`, where a bare name is a file we ship and an `Interface\FrameXML\` path is the player's own file; the windows on screen are `ContainerFrame1..12`, the bank's six copy-pasted popouts fold into them at ids 5..10, net −750 lines, and the swap forced real engine verbs into being rather than stubs (`SetBagPortaitTexture` with its id-0 no-texture arm, `GameTooltip:AppendText`, `SetButtonPulse`, and a `<Model>` whose file is the cooldown indicator materializing as the native sweep, which three corpus addons inherit)
- the 1.12 walk toggle lands: `TOGGLERUN` latches one bit with `ToggleRun`'s own silent refusal chain (dead, rooted, on a live server spline), and the walk animation was never missing at all — the flag reaches it through exactly one channel, the speed (`0x5fd100` picks Walk over Run on `speed > 2 × walkSpeed`); pinning it caught our remote extrapolator with the two min rungs backwards — `min(walk, run)` runs BEFORE the backward min, so a walking backpedaller moves at 2.5 yd/s where we would have played them the Run clip at 4.5 — and one shared `current_speed` now keeps the local controller and the extrapolator from ever disagreeing about it
- the instance and raid lockout messages exist — six packets that were dropped as unknown opcodes now land, four of them as the CHAT_MSG_SYSTEM lines the client composes itself, which is why no Lua handler ever surfaced them — plus `IsInInstance`, `ResetInstances`, and the unit popup's "Reset all instances" row behind the reference's own predicate; where the binary contradicts vmangos: the ownership flag means "any instance bind" but vmangos only ever names raid binds, so the row was dead for every character without a raid lockout — term 1 is now also satisfied by our own eyes, walking out of a party dungeon the server itself bound us to
- opening the world map showed 3D world at the sheet's margins: `BlackoutWorld` was parented to the very `UIParent` a fullscreen panel hides, and three more frames had crossed the same boundary — the shared dropdown lists (so the map's continent and zone pickers answered a click with nothing at all), the master-looter menu, and the screenshot confirmation, which could never appear during a cinematic; `frame_flag_gate` now checks the parent seat against the reference both ways a frame acquires one (the attribute, template-inherited included, and `<Frames>` nesting), and its first harvest took 30 divergences down to three accepted ones

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:17:25 +07:00
SamandClaude Fable 5 23b1a3e68b 71 more key commands, and the quest windows wear the reference's names
- the binding registry goes 130 → 201 of the client's 228 live commands: a coverage gate makes registered ∪ recorded-absent exactly the 1.12 surface, each absence naming the Lua globals whose arrival refutes it — which is how 37 rows whose mechanism had already landed came home (the keyring, the pet book, the raid tab, the six action-bar pages, both vertical multibars) — and then four mechanisms bring 71 more: the five camera views with the reference's default table and its sixteen camera CVars read out of the binary (NextView/PrevView do NOT wrap), self-cast riding UseAction's third argument with autoSelfCast a real CVar at last, the friendly target cone / assist / last-hostile as one cycler with a side (the two sides use different deadness tests on purpose, and assist neither requires an assistable target nor swings), and REPLY2 — reply to the last person you told; the friendly cone also stops borrowing the enemy side's in-combat score bonus, which would have shoved a healer targeting you to the head of every cycle
- the key names close their gaps: NUMPADEQUALS, F13-F24 and BUTTON6+ were keys the binding window listed and the file saved that the dispatcher could never press — named both ways now, with the namer and the codec structurally unable to disagree again; platform= becomes the OS gate it really is (off a Mac build the iTunes-remote category never even exists), and the Mac 1.12 slice settles that its F13 IS print-screen while F14/F15 map to UNKNOWN on purpose and stay unbindable; and the last-enemy stamp gains the four conjuncts it shipped without — you resolve, are not dead, not a ghost, not mounted, and the new target is alive-or-feigning — so TargetLastEnemy can no longer land somewhere the real client's never would
- the quest windows wear the reference's names: ~40 of the quest window's globals were ours (the reference's name usually sitting in the comment beside them), its two six-item reward pools merge into the reference's single ten-item run with the update function ported line-for-line, the four panels and the quest log take REAL scroll frames (the thumb drags now), the gossip window gets its greeting panel, the two mail panes' inert painted-at-rest scrollbars become real ones, the Skills detail pane nests as the reference has it, and nine private constants take their real names; the one that broke a feature detect: our QuestLogCount — a name 1.12 doesn't publish — made pfUI conclude it was running on TBC and die in that branch
- an EditBox is born with its constructor's five regions (the text, three selection quads and the caret), so GetRegions answers the reference's own count and authored regions start at index 6 — and a bare <NormalTexture/> now builds a live blank texture, since the element is what creates the region, not its file=; OpacityFrame lands, its first customer having arrived; and the equip / auto-equip / use bind confirms complete the soulbind arc — three different predicates with no quality leg (borrowing the loot arm's would have silenced the confirm on every white bind-on-equip item), Accept re-issuing the original action with the reference's suppress flag because 1.12 ships no confirm packet, and the soulstone use going through the same gate

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:16:49 +07:00
SamandClaude Fable 5 ddc9e1a5a3 being summoned is a dialog, and a soulstone raises you where you fell
- being summoned becomes the dialog it should have been: the summon request was a name-table entry and nothing else, so a warlock's ritual, a meeting stone and a GM's summon all ended with the summoned player seeing nothing — now the three-field question raises CONFIRM_SUMMON and Accept sends the one guid back; the bytes settled three things a reasonable guess gets wrong: the refusal gate is dead OR ghost and lives in the handler (a ghost's wire health is 1, so the health leg alone lets one through — and refusing before the latch means an ill-timed summon can't silently overwrite a live question), the event carries no arguments because the popup re-reads all three getters every frame (the only way the summoner's name can appear after a cache miss), and there is no decline — Cancel, ESC and the clock running out are all silence plus the server's own two-minute timer; exercised end to end by a two-client live probe, the only thing that can, whose final assertion is that you land in the zone the dialog named
- self-resurrect is one private field and one bodyless opcode: PLAYER_SELF_RES_SPELL carries the stored spell and CMSG_SELF_RES spends it; HasSoulstone answers the Spell.dbc NAME of that spell, because that is where Blizzard put the button text — "Use Soulstone", "Reincarnation" and "Twisting Nether" are the spells' own names — and UseSoulstone sends on the death dialog's second button; a --self-res probe runs the whole arc on the live wire and measured the thing that matters: the field arrives BEFORE the health-zero flush, which is what makes the dialog's OnShow read safe
- the decode's fold-in corrected three claims we were resting on: HasSoulstone has a dead gate that runs FIRST, so a released ghost (wire health 1) loses the button at release rather than the dialog merely hiding; a zero field is not the empty answer — the client walks your carried inventory (gear, bags, backpack, keyring; no bank, no buyback) for an item whose on-use spell self-resurrects, labels the button with the ITEM's name and uses the item instead of sending, the two legs exclusive; and an unresolvable spell id labels the button "UNKNOWN" rather than hiding a self-res the server is holding for you

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:16:13 +07:00
SamandClaude Fable 5 a5c44f367e deleting a good item asks in the reference's words
- deleting a rare-or-better item forks to the reference's typed confirm — "Type \"DELETE\" into the field to confirm": Yes starts disabled, the box takes focus, the button enables only while the field spells DELETE, and a reflexive Enter over a half-typed word is inert; the missing engine piece was one hook, the edit box's on-text-changed; beside it, the loot bind-on-pickup confirm — bind-on-pickup AND uncommon-or-better, two conjuncts and no others, so a white BoP drop is taken with no dialog and a bind-on-equip blue never asks here — with the reference's one-pending-slot latch, and the take split into two verbs the way 1.12 actually has it: the row click stays C-side, and LootSlot is only the confirmation's continuation
- the message frames get their justify quartet, read out of the binary's method tables (with the Button table re-derived as the control that lacks it); Frame:EnableDrawLayer/DisableDrawLayer and Region:GetDrawLayer land — the disabled layers are a five-bit mask on the frame, so re-enabling a layer restores exactly what was showing underneath; and the Skills tab's children take the reference's names, with SKILLS_TO_DISPLAY published — pfUI loops over it and got "'for' limit must be a number"
- the README's roadmap line now names what is genuinely big — battlegrounds and meeting stones, both verified still missing — plus the long tail, because the old line named four features that have since landed and small features go stale on a roadmap within a week

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:15:38 +07:00
SamandClaude Fable 5 e70654ac01 the select-screen ghost is four mechanisms, and a click raises windows
- the select screen's ghost is four mechanisms off one roster-row bit, and the rest of them land: the FFX pass swap — the reference builds TWO pass pairs, world and glue, and a ghost row installs the glue DEATH pass over the whole diorama while the character list and buttons composite clean above it; the ghost-gated sun — the scene's light gather is wiped and one hardcoded overhead directional injected, its colours turning out to be Light.dbc's death preset (diffuse (94,153,198), ambient (26,56,85)) rather than the live capture we had parked them as, with the sign settled at the bytes (an authored light already carries one negation, so reusing that convention lights the ghost from underneath); and three glow weights corrected — the glue screens pin 0.30 login / 0.40 living select / 0.15 ghost where we rendered a flat 0.5 everywhere, so login and create get slightly less glow too, a fidelity correction to a value we had never verified
- a press brings its window to the front: the mouse-DOWN handler raises the capture-or-hover frame unguarded, the toplevel gate living inside the worker — which is what makes a click on a child raise the window that owns it — and the release never raises; behind it, a frame-by-frame diff against the reference put back what the transcription dropped: toplevel on 47 frames (without it every raise trigger was a silent no-op across the whole interface), the mouse on 16 window bodies (a click on the bank's or merchant's own background was turning the camera or dropping your target), and id= on 81 frames — the slot index a 1.12 addon reads, where GetID() answered 0; a new gate reads our flags off the LOADED engine against the reference's, both directions with a reason each, so the next drift can't hide behind renamed templates
- the jump stops being frame-rate dependent: the fall step becomes the reference's closed form (the mean of the endpoint velocities is the exact displacement rate, and both our movers had the error in opposite directions), taking the apex from 1.668 yd at 144 fps and 1.844 at 20 to a flat 1.640 against the analytic 1.640 — a live run apexed at 1.6410; and the knockback's freeze is its PLANTED direction bit, not a velocity test — air control opens exactly while the direction nibble is clear, the launch plants forward whatever its speed, and the bit now rides the wire, which we had never sent at all
- the walk-away leash belongs to the OBJECT: the reference's watchdog overwrites the opener's stored range on the player typemask bit alone with (10+4)², so a player-shared quest panel is leashed at 14 yards — not at the 5.56-yard NPC reach, and not never, as two earlier readings had it — while a census of all 14 arming sites confirms every other NPC window already closed at the right distance; the walk-away also sends strictly LESS than the button: an NPC panel closes silently while a share still owes its decline

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:14:48 +07:00
SamandClaude Fable 5 762a86deb0 quest sharing is in, and declining at an NPC reopens its list
- quest sharing lands whole: four opcodes, the Share button live with the reference's own predicate (registering the one party event it does for the one reason it does — joining a party changes the answer without changing the log), nine verdict lines for the sharer, and the escort confirm as its own dialog whose No sends nothing at all, because there is no decline packet for it; the push result's u64 means two things by direction — the sharer being answered going up, the member the verdict is ABOUT coming down — and the verdict stays a raw byte so an unmapped value shows the reference's own nothing rather than killing the packet
- the receiving half needs almost no code, and that is the design: the server sends an eligible member an ORDINARY quest-details packet whose giver guid is the sharing PLAYER, and Accept answers with the ordinary accept — a shared quest lands on the questgiver panel we already have, and the guid's own type bits drive the two real differences: declining a share owes the sharer a DECLINE verdict, and the panel is not held to the 5.56-yard NPC service range (the server's bound for a share is 14 yards, tested at accept)
- the fold-back corrected three things days-old code had just shipped: DeclineQuest and CloseQuest are ONE routine in the reference — what varies is the giver, not which button you pressed; declining an NPC's quest RE-OPENS its list — the session end sends the giver a fresh hello, refuting our five-month-old claim that "vanilla's client-side decline sends no packet" (and the details packet's trailing u32 we had parsed and ignored is exactly what suppresses that re-open) — so declining at an NPC now returns you to its menu instead of closing the window; and BUSY is the client's OWN verdict — a share arriving while any panel is open is refused client-side, covering the mid-turn-in case the server cannot see

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:14:06 +07:00
SamandClaude Fable 5 b46cb7e338 the chat dock exists, and alt-arrow keys are declined not swallowed
- the chat dock is a list, not a hardcoded pair: DOCKED_CHAT_FRAMES, SELECTED_DOCK_FRAME and the FCF verbs — DockFrame, UnDockFrame, DockUpdate, SelectDockFrame, SaveDock, SetTabPosition, Close and the button-side trio — are transcribed from FloatingChatFrame.lua, and every "for i = 1, 2" moved to what it meant, the dock or every window; the dock seeds at load from the window record's own docked byte handed to FCF_DockFrame, whose first line IS the reference's early return — transcribing the function that answers the way the reference answers, where an empty stub "because we have no dock" would have been the bandaid; its unconditional re-lock cannot clobber an unlock you saved, because the stored look is applied last; pfUI's RefreshChat now runs end to end
- ignoreArrows is alt-arrow mode, and the arrow is DECLINED, not swallowed: the reference's edit-box handler returns unconsumed on an arrow key, so the walk carries it past the box and it runs TURNLEFT — the whole feature is steering while the chat box holds focus, where the old reading left the arrows dead; holding Alt resumes the caret; SetAltArrowKeyMode and its getter land with the reference's own quirk that a missing argument enables while nil disables (the getter answers 1 or nil, never a boolean), SetIgnoreArrows turns out not to exist in 1.12 and is unpublished, and the binding pass gets a named four-key exemption rather than a hole, because the handler consumes every other path
- pfUI's square minimap is actually square: Minimap:SetMaskTexture makes the disc's mask state instead of a load-time constant — write-only from Lua, as shipped, no invented getter — where an empty path restores the round default and a failed load keeps the current mask and warns, because either mistake would otherwise hand a mistyped path a silently square map that looks like a feature; and MiniMapBattlefieldFrame grows the Border and Shine regions beside its icon, on the reference's own layers — icon on BACKGROUND, ring on ARTWORK above it, the only order a ring around an icon can draw in — which pfUI hides unguarded to sit the icon flush

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 19:51:11 +07:00
SamandClaude Fable 5 c827813351 cinematics play, and a lit particle stops brightening as you turn
- 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>
2026-08-29 17:24:50 +07:00
SamandClaude Fable 5 1fd736759e guild charters: the registrar, the charter, and the twelve verbs
- founding a guild: fourteen opcodes, eight goldens (four mutation-checked), twelve engine globals, `GuildRegistrarFrame` and `PetitionFrame` — `CMSG_PETITION_BUY` is a 72-byte frame the server reads two fields of and drops in silence if short, `allowedGender` is the family's one u16, a signature is a 12-byte stride not 8, and `MSG_PETITION_DECLINE` writes the charter guid and reads the decliner's — same width, opposite meaning
- two sessions, not one: the registrar is an NPC session (closed by walking away — its show event is one of the fourteen callers of the interact latch, so the registrar turns to face you) and the charter is bound to an item guid you carry across the city; right-clicking a charter in your bags opens it, keyed on template flag `0x2000` (item 5863 has no on-use spell and no quest, so every existing item-use arm declined it)
- the byte carve came back and rescored six named guesses — three confirmed, two corrected, one refuted: `PETITION_SHOW` is deferred until every signer name has resolved (the window never paints blank rows), `ClosePetition` on somebody else's charter sends `MSG_PETITION_DECLINE` ("sends nothing" had been chosen on principle and was wrong half the time), and founding a guild is silent — no `ERR_GUILD_FOUNDER_S`, the reference emits no text at all; the four success ids go to chat and the five refusals to the red error frame, three paraphrased strings are now the shipped ones (a sweep asserts all fifteen), and the `npc` unit token had never been fed — the registrar's name banner was blank; `WOW_PROBE_CHARTER=1` drives gossip → buy → open → rename → destroy live, 10/10

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:21:00 +07:00
SamandClaude Fable 5 57b61de04b GM tickets are in, and a login failure shows the string 1.12 shows
- GM tickets, end to end: five request/answer pairs, the seven Help-window bindings, three events and `GMTicketCategory.dbc` — the ten categories `HelpFrame.lua` keys 1..10 live in a DBC nothing here had ever opened (the four `TICKET_TYPE` strings feed a dropdown 1.12 never gave a frame); the category is one byte on the wire (a u32 would shift the map id and position and file every ticket at a garbage spot), and `UPDATETEXT` carries it too, which vmangos stores and cmangos swallows as the first character of the text — faithful to the client, the divergence recorded
- the engine re-asks for the ticket after a create or update succeeds and on a status push (the ask opcode has three callers in the reference, two of them engine legs with no idempotence guard) — which is why the shipped FrameXML registers no handler for the three response opcodes and still repaints; without that leg the form stays a form for ten minutes; `UPDATE_GM_STATUS` is a signed passthrough (`0xFFFFFFFF` → −1), the five ticket verbs drain through one ordered queue because call order is wire order, and the Help micro button — drawn, hovering and a no-op since the micro menu landed — is live
- a typed wrong password reads the reference's long "check the spelling of the account name and password" (0x04 and 0x05 share one jump-table arm — the client cannot say "wrong password", and the lockout cmangos's header describes does not exist in the binary), unknown codes read "Disconnected from server" rather than "Authentication failed", and every realmd row of the old map was in the wrong one: the two login-status enums have two key tables and two dialog paths, and a server source can only ever verify the codes, never which string the client draws for them

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:20:24 +07:00
SamandClaude Fable 5 c0b7a613a9 the stable master is in, and master loot hands drops to the raid
- the stable master: `MSG_LIST_STABLED_PETS` both ways, the four mutations answered by one result byte, two slots priced from `StableSlotPrices.dbc` (500 and 50000 copper — the cap falls out of the data, corroborated by vmangos's `MAX_PET_STABLES` and the reference's `NUM_PET_STABLE_SLOTS`), rows seated by slot never by position (a petless hunter's list starts at a stabled row), slot 0 read from the wire because a dismissed pet has a row and no live unit, a re-list after every success because no result carries one, and `GetPetIcon` reading `CreatureFamily.dbc`'s icon column — which ships `Ability_Druid_CatForm` for both warlock families, asserted as shipped
- master loot: `CMSG_LOOT_MASTER_GIVE` (the slot is a byte here where the roll family's is a u32) and `SMSG_LOOT_MASTER_LIST`; the click gate is the wire's slot-type byte and nothing else — the reference never asks who the master looter is — so a MASTER row fires `OPEN_MASTER_LOOT_LIST` instead of a take and auto-loot skips every non-ALLOW row; the candidate array is bucketed by raid subgroup into blocks of five (a dense list would have filed every candidate under the wrong "Group N"), an unresolved name is nil so `UPDATE_MASTER_LOOT_LIST` has something to repaint, and a give re-checks the row is still MASTER before sending; found on the way: a master looter in another raid subgroup lit the crown on your own portrait
- `SetLootMethod` takes its third (threshold) argument; the reference's silent reset to Uncommon when it is absent is flagged and not adopted; the stable's model pane draws nothing yet — a stabled pet is a database row with no world entity, and a booth that renders from a bare display id is the next arc

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:19:45 +07:00
SamandClaude Fable 5 693c26d9c4 held weapons pick, book images size to their art, the panel opens again
- a unit's pick geometry is every model chained to it — body, held items, mount — one candidate per root resolving to the same unit, which is how the reference registers its pick (it walks the attachment tree and registers each model); Naxxramas' floating weapons could only be selected by their name plate before (no body, no candidate), and every armed unit gains its gear as clickable surface (our own body 12 → 21 tested parts); the broad phase stays the body's sphere, so a very long polearm on a small body is the named residual
- the selection ring's writer has two branches and we had transcribed one: a model whose stand box is degenerate (zero extent in x and y) rings at the literal 1.2 × scale — 2.7 yd under a trigger creature — instead of `sqrt(0.5·sqrt(dx²+dy²))` = 0 clamped to an invented 0.05 floor; both invented fallbacks are gone
- an HTML book image with no width/height is its art's texel square (one texel = one FrameXML unit, bit-for-bit the `<AbsDimension>` converter), not the rest of the page — *A Treatise on Military Ranks* drew its crest twice too big and stretched to the page's aspect; a texture-size oracle answers off the same decoder the renderer draws with, and an unfloated height-less `<IMG>` reserves its art's height in the flow; 797 shipped textures swept, exactly two zero-size axes move and neither is visible
- the dev debug panel killed the client on open with "Attachments have differing sample counts": Bevy's 2-D depth texture is keyed on the render target alone, so two Camera2ds on one window at different MSAA counts cannot both be valid, and the egui overlay camera had silently kept the default 4× after the player-UI camera went to Off; it now says `Msaa::Off`, and a preflight check reports any two 2-D cameras that disagree on a shared target, every run

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:16:04 +07:00
SamandClaude Fable 5 45f001bbc5 the hover tax is pinned and cut, and a spell-less macro is a button
- a tooltip change costs ~1.3 ms — five whole-interface recomputes, each working as designed: the quad re-convert at 474 µs, the Lua tick at 287, the layout resolve at 200, bevy's `Assets<Mesh>` tax at ~270 and the mesh rebuild at 146 — pinned with new hover probes (a jitter dial, a `WOW_PROBE_HOVER_DUTY` duty cycle so run drift cancels, an `AssetChanged` tax meter), and the layout preamble's two whole-roster scans become lists maintained at the writer (52–83 µs → 1–11)
- the splice compared this frame's entries against last frame's by index, so one inserted highlight shifted the 160 entries behind it and read as "everything changed"; it now aligns on `z` — an identity, not a position — and a `Text` entry that writes only quads became spliceable, so a tooltip change re-converts 22 entries instead of 520 (`convert` +439 µs → +107), with `WOW_UI_SPLICE_VERIFY` running the full conversion behind every spliced frame: 0 mismatches over 1,078
- a spell-less macro is a usable action button, not the 0.4 grey — the reference's usable compute has a dedicated leg answering usable for the bound-spell zero, cross-checked at the bytes in the reference's disassembly — and the button's Name line is written unconditionally from `GetActionText` as the reference does, so the macro's name sits under its icon and a `/cast` of a spell the character does not know now greys, which is also 1.12's behaviour (B340)
- a capture bounds its run in wall-clock seconds, because a frame cap is no cap at the ~1 fps a starved `nextDrawable` leaves — 1800 frames is thirty minutes there — and the teardown backstop runs on every run as a liveness guarantee, carrying the exit code the run asked for; the Multisampling row reads Off / 2x / 4x, since "1x" contradicts the no-multisampling byte both of the reference's enumerators normalise to and the bit-depth prefix was identical on every row

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:13:58 +07:00
SamandClaude Fable 5 a0447c171d action-bar hover stops re-deriving, and multisampling asks the GPU
- hovering the action bars re-derived the whole layout graph and hovering bags did not: `GameTooltip:SetOwner(owner, "ANCHOR_NONE")` dropped the tooltip's anchors through the conservative whole-graph derive, and with `UberTooltips` at its shipped default every action-bar button routes through that arm while a bag slot anchors `ANCHOR_RIGHT` and never does — the arm now retargets to the empty target set, and derive frames fall from 15.9 % of hovered frames to 0.2 %
- `gxMultisample` clamps to what the GPU actually offers: Apple GPUs stop at 4x, so a typed 8 was a wgpu validation panic on frame one — the clamp intersects the supported counts of every format the client multisamples into and steps the request down the way the reference's device-init retry loop does, with a warning that says so
- the Multisampling dropdown lands on the Graphics page with the device's own stops, built from the same enumeration that clamps a typed value on the reference's three bindings (`GetMultisampleFormats`, `GetCurrentMultisampleFormat`, `SetMultisampleFormat`) — a fixed Off/2x/4x/8x ladder would put a crash on the menu of every GPU that stops at 4
- capture hardening: a run whose `$WOW_WIN` the display clamped is refused in ~2 s instead of producing a wrong-sized shot to diff, a capture never reads the OS pointer (a cursor resting over the window arms a hover and a tooltip that a cursor an inch to the left does not), and the stall sampler writes into `benilla-config` instead of a hand-built `~/Library/Logs` path

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:13:27 +07:00
SamandClaude Fable 5 ee8f9ddfa0 the login scene frames its art, char select remembers, DXT stays DXT
- the glue scene widens only as far as its art goes: none of the seven login dioramas is drawn wider than about 3:2 — measured per texel by `benilla-extract glueextent`, which rasterises every batch into the camera's own tan-space, painting where the reference's alpha-key test passes — so the frame zooms down to the reference's own 16:9 opening (never tighter) and pillarboxes past the aspect the art cannot fill, instead of showing the clear colour past the backdrop's slanted edges; 4:3 stays byte-identical
- the character screen opens on whoever you last logged in as: the reference's `lastCharacterIndex` CVar, written at Enter World and only there — clicks and arrow keys never touch it, which is what makes the value mean "last logged in" rather than "last clicked" — restored on every character-list rebuild and clamped into range
- spam-hovering tooltips stops costing 2 ms: two write sites gave up naming their node and re-derived the whole layout graph (1,812 µs against the ledger's 44, on 919 of 1,262 resolves) — the wrap pin now touches the one region it wrote, and re-pointing a tooltip at the button under the cursor retargets the node's edges in place instead of throwing the cached graph away
- two corrections off the project's first GPU-bound report (a Steam Deck at 94% GPU busy on 8.4 W of a 15 W budget, the memory-stall signature): `farclip` ships the reference's registered 350 instead of the clamp's 777 — the value also sizes terrain residency, so 777 streamed, held and drew 4.8× the area — and BLP textures upload WoW's own DXT blocks verbatim the way the reference does, instead of decoding to RGBA8 at 8× the bytes of DXT1; the terrain slider still reaches 777, and the lanes that read texels on the CPU (terrain arrays, the character-skin compositor) stay decoded and say why

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:11:59 +07:00
SamandClaude Fable 5 f8421c1545 the colour wheel draws, chat windows move, and the minimap ping returns
- the colour picker can pick a colour: the hue disc and the value strip are engine-generated pixels (no BLP in the chain is a wheel), reproduced from the reference's own lattice — a hard-cut circle at a literal V = 1.0, the brightness marker moving over a disc that never dims
- chat windows move and resize once unlocked (Lock/Unlock Window on the tab menu; the reference's own 296×75 to 608×400 bounds), the border textures doubling as the grips, and the placement is remembered per character in benilla-config/layout; both windows ship locked, as 1.12's reset leaves them
- the minimap ping is back and pinned: one world point the engine draws, the click converted in the right unit (the old path was ~27% off at 1080p), and no 10-yard auto-clear — that was the gossip marker's rule, and walking to your own ping was deleting it
- the Lightwell can be clicked: a billboard card is a world root with no parent hop, so the hit resolved to nothing and the whole shaft published a null mouseover; casting a hunter shot chains Auto Shot through `Spell.dbc`'s modalNextSpell column (the mechanism nobody had read — the next snapshot carries the seam that makes it fire in play); tradeskill list rows stop tooltipping (that hover was ours, not Blizzard's), and OnMouseUp goes to the frame that took the press

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:49:16 +07:00
SamandClaude Fable 5 eaabe372f7 the Lightwell stands up, and stealth openers start your swing
- the Lightwell has its shaft: a billboard card kept only the x of its bone's scale, so a bone animated non-uniformly (the well's 8.8 × 8.8 × 37.6 light column) collapsed into a squat blob drowning the bowl — 32 models and 49 bones in the corpus were losing their stretch the same way, mage Teleport's six bones at ×11 among them; `bbscan` grew the column that finds them
- Backstab, Garrote, Ambush, Cheap Shot, Shred, Ravage, Pounce and one Judgement start your auto-attack on the spell's hit, as the reference does — the "no spell carries that bit" the deferral rested on was a proof by absence over ten rows; the census now covers the shipped file's 36
- Quiver's range rung reads right: the interact-distance map held players only, so a mob "target" answered a constant at every distance; it holds every unit now, with the inspect refusal riding the entry
- the craft and tradeskill reagent slot is the reference's QuestItemTemplate (147×41, the name plate, the count on the icon) — its base template lives in the Blizzard addons, not FrameXML, which is why the first cut was hand-rolled

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:47:48 +07:00
SamandClaude Fable 5 343e46fdde the chat tab's right-click menu, and Options gets its Chat page
- right-click a chat tab for its menu: background colour and alpha through the colour picker, font size — three of GetChatWindowInfo's nine values are real state now, persisted per character in benilla-config/chat, and the hover fade interpolates from the window's own stored alpha as the reference's guard does (the default look is unchanged, pinned)
- the Social page becomes the Chat page 1.12 has, in the reference's anchor order: Remove Chat Hover Delay and Detailed Loot Information join, and `showLootSpam` off collapses the roll chatter to the winner line with its number; Guild Member Alert is registered at the reference's default, off
- two guild-line defects found while settling that CVar: the sign-on line's fourth conjunct is a friends-list test (an ignored guildmate was silenced, a guildmate who is also a friend announced twice), and vmangos broadcasts your own sign-on, which benilla announced to you at every login

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:45:45 +07:00
SamandClaude Fable 5 1c5db5c2c1 landmarks and the Plaguelands towers on the map, no ultrawide crop
- the world map's landmarks: city icons and the Eastern Plaguelands towers, from AreaPOI.dbc through the reference's own three gates (level flags, exploration, world state) — the tower rows are one per (tower, owner, state), so the server flipping a world state swaps which icon exists; and the always-up PvP readout ("Towers Controlled: n") over a new WorldStateUI.dbc loader, the init clearing the table on a zone change as the client does
- the character-select scene holds its authored 4:3 view box: the diagonal-FOV relation was fed the display's aspect, so every extra pixel of width came out of height (1.55× zoom at 21:9, head and feet gone) — now width grows and height never shrinks; the reference does the same and is wrong on the same panel
- a trail particle is stored in world space and drawn raw: Sprint's trail was welded to the chest bone (turn and it swings, run and it wobbles) because the trail was faked by subtracting translation inside a bone-local store; the correction machinery deleted itself, gravity is plain world down, and the emitters' live attach frame is retired
- the spellbook can shrink: `SMSG_REMOVED_SPELL` had no handler, so a talent wipe took the points back and left every rank drawn; and the chat dock's hover driver rides a frame the dock cannot hide, so selecting the Combat Log no longer freezes the tab alphas

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:43:04 +07:00
SamandClaude Fable 5 ab235bad6e the target-of-target frame, and talents can be unlearned again
- the target-of-target frame and its option: 1.12's frame with its five display modes, fed one hop off the selected unit's own target field through the same read `/assist` runs, in four feeds (snapshot and transitions, the debuff buttons, the portrait booth, TargetUnit's click arm); ships off, as 1.12 does, on its own pair of saved globals
- talents can be unlearned again: the trainer's `MSG_TALENT_WIPE_CONFIRM` had no handler since the wipe flow was deferred, so the gossip line closed the menu and did nothing — the question is an NPC session (walking away retracts it), the popup shows the cost on the StaticPopup money variant, Accept answers it behind the client's own purse check
- Sprint's sparkles hang in the air behind you along the trail instead of collapsing into your torso: ride-vs-trail is the emitter's own file flag 0x10, not the host class — the finding wow-re returned eighteen days ago and nobody folded; the particle dump names the two flag bits it had been mis-reporting
- `/sleep` takes both movement masks (the strictest posture), correcting the day's sit gate which let you lie down on a lake bottom while `/sit` was refused; a Lua-driven selection (TargetUnit on an attackable token) starts the swing exactly as a click does, through the one select path

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:40:16 +07:00
SamandClaude Fable 5 c6c7516a3b party members show on the world map, and the leader wears the crown
- party members appear on the world map at their position and hovering names them — the party wire has carried each member's zone and coordinates since the group arc; the blip and the minimap dot read one shared position so they can never disagree, and the member's zone picks which continent the position belongs to
- the player's own frame wears the leader crown and the master-looter icon, with the reference's own asymmetry (the crown asks IsPartyLeader, the member frames compare a leader index)
- a party member outside your local area gets the generic race/sex portrait instead of an empty circle — their race and sex ride the name query, and nothing had asked for a member we never see; the roster now warms that cache, which also fills the raid grid's class column
- right-clicking a member who is nowhere near grays Trade, Inspect, Duel and Follow: the reference's bindings answer nil for a unit the object manager does not hold (carved this session), where ours defaulted "absent = in range" for exactly the farthest member; and the group-invite popup's background is measured faithful — the plate draws at the BLP's own 60% alpha

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:30:24 +07:00
SamandClaude Fable 5 eeb607e5e6 the raid tab lands, and sounds take the reference's voice buses
- the social window's fourth tab, Raid: the eight-subgroup grid over the roster, drag a member between subgroups, Convert To Raid, promote / demote assistant, uninvite, Ready Check with its popup, and the Raid Info flyout on the new `CMSG_REQUEST_RAID_INFO` / `SMSG_RAID_INSTANCE_INFO` wire (byte-golden against vmangos, an empty answer decoding as an empty list); `raid1`..`raid40` unit tokens, and `/partytest raid` stages a roster for a solo look
- an imbue pressed with an empty weapon hand says "Your weapon hand is empty" instead of raising a cursor — the attribute bit has two readers in the reference and the second is the error (corrects the day's first cut)
- sounds route onto the reference's own voice buses with its per-bus caps (the 0x87ce60 table, pinned as bytes): weapon impacts and clangs share four voices, footsteps six, the attacker's grunt one, the victim's injury two — so a pack swinging together makes about a dozen voices where it made dozens

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:22:17 +07:00
SamandClaude Fable 5 cf581aa2ac the auction house opens, the Honor tab lands, and a day of fixes
- 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>
2026-08-22 19:04:27 +07:00
SamandClaude Fable 5 6aa78bc468 the shapeshift cloud both ways, and the Honor tab
- druids get the shift cloud back in both directions, by the reference's own mechanism: every shapeshift aura add *or* remove arms a one-slot pending-morph latch that the model-swap rebuild drains and replays — which is why shifting out (a client-side cancel the server sends no visual for) puffs at all, and why a GM morph or a revive correctly shows nothing; the first fix that merely let one-shot effects survive the swap's teardown produced the right pixels for the wrong reason and is superseded
- the honor system lands whole: the Honor tab on the character window, the honor page on inspect, and thirteen missing Lua bindings over a real wire model — session/yesterday/this-week/last-week kills, lifetime HKs and DKs, rank progress and badge art
- the load-bearing find: your current rank and your highest-ever rank are two separately-streamed fields, and the one we already had was the wrong one for anyone who ever de-ranked; a binary cross-check corrected five display details after the build, down to the rank title never being gendered

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-22 18:22:13 +07:00
SamandClaude Fable 5 348f55e37e four extra action bars as options, and the bottom band gets one owner
- the four extra action bars become per-character options, off by default, on a new Action Bars options page — the toggles ride the server's own byte (`CMSG_SET_ACTIONBAR_TOGGLES` into `PLAYER_FIELD_BYTES`), so a fresh character's zero is the default for free; turning the bottom-left bar off gives the stance bar its previously unbuilt unraised look, end-caps and 64×64 rings
- bag windows stop drawing straight through a raised bottom bar: the bottom band has ONE owner — the manage pass — the bag stack joins it through a listener seam, and a guard test walks all eight raisable-bar combinations across 24 bar/tenant pairs and refuses overlap
- the item-push card takes the reference's real geometry, closing the gap 0887 measured
- resizable addon windows stop at their bounds instead of pinning and walking across the screen: four per-frame f32s with 0.0 the disable sentinel, the clamp on the interactive drag only with the residual rebated out of the drag delta, `<ResizeBounds>` in XML honoured — and `SetFontString`'s three raises land exactly as the bytes have them

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 18:12:19 +07:00
SamandClaude Fable 5 c9fe3d7a48 the camera follows again, /errors opens the log, cmangos lets you in
- the camera auto-follow returns, as a setting: Camera Following Style on the Controls options page — Smart (the default), Always, Never — so after an orbit drag the camera swings back behind you while you run; far sight still forces the chase off
- broken addons announce themselves: world entry prints "3 addon load failures — type /errors to see them", and the `/errors` window lists every script error this session with its traceback — 256 deduplicated rows, repeats collapsing onto a count — while the five load-failure classes that only ever hit the terminal (missing .toc, unparseable FrameXML, dependency cycles…) finally get a channel
- B opens the backpack alone, SHIFT-B opens all bags, F8–F11 toggle the individual slots — the reference's six bag commands instead of one command wearing every chord; and the Skills page gets its CLOSE button, with the ALL fold in the row font
- cmangos-classic logons work: `CMSG_AUTH_SESSION` now carries the real client's twelve secure-addon records (342 bytes, compressing to 130) — an empty addon block is a shape no client can send, and cmangos kicks for it where vmangos shrugs; Warden-enabled anticheat remains a separate wall

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 18:10:06 +07:00
SamandClaude Fable 5 b15902b135 six lanes stop paying for the idle crowd, and Print Screen lands
- Print Screen takes a screenshot to `benilla-config/Screenshots/` (F13 on macOS), shows the reference's "Screen Captured" line, and the line never appears in the file — the capture defers one frame so the hidden confirmation's quads rebuild first; and the rule it surfaced is now hard law: benilla never writes anything into the WoW install
- six per-frame taxes now skip when their inputs are settled: water foam asks a spatial index (a dry unit is one hash miss, was a ~2.2k-surface scan per unit), an idle remote stops its capsule sweeps at the fixed point, hover picks stop allocating ahead of the ray-sphere reject, an unchanged unit's loadout is not re-derived, and the ground-shade walk stops re-asserting the world — settled inputs produce bitwise-identical outputs, each lane fenced by its own test; ms pricing still waits on a quiet machine
- overhead names take the V-plates' 20-yard cap, read at the bytes (this one is wrong and reverts in the next snapshot — the law belongs to the other nameplate system)
- the calendar lifts out of the `date()` global into its own module

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 18:04:55 +07:00