Commit Graph
11 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 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 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 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 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 37998deccf text justification becomes one law across every font table
- the justify verbs had been written three times and drifted three ways; one implementation now serves the region, font-object and message-frame tables, and a cleared axis paints centre, as the client's draw path really does
- MessageFrame and ScrollingMessageFrame gain the ten-verb font block they were missing entirely, so font calls on message frames stop raising
- EnableKeyboard and IsKeyboardEnabled land as real Frame methods — eight addons were dying on their absence
- the harness's METHODS ranking states its own limits instead of reading as a build queue

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 18:50:00 +07:00
SamandClaude Fable 5 b5bc569156 the addon arc: the AddOns folder opens
- benilla loads real 1.12 addons from Interface/AddOns — TOC, XML and Lua through one loader, with per-addon saved variables, Bindings.xml and the lifecycle events addons expect
- both AddOns screens are in: the character-select list with per-addon enable state, and the ESC menu's in-game list
- the API surface is measured, not guessed — a corpus harness runs hundreds of real 1.12 addons and ranks exactly which globals, templates and verbs they demand
- the Lua dialect is the client's own, read off the binary — 5.0 semantics with the 1.12 additions, and UI source files are bytes, not UTF-8

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 18:18:31 +07:00
SamandClaude Fable 5 993adf79b9 an idle frame skips the quiet UI, and a lighting hunt closes clean
- The UI stopped paying to discover that nothing changed. Layout used to hash
  ~1,900 frames' worth of inputs every frame just to decide "quiet"; it now
  tracks a mutation epoch and answers with one integer compare, and a settled
  frame reuses last frame's rendered quads instead of re-rasterizing every
  glyph. ~0.9 ms off every idle frame — with a verify mode, forced on across
  all 489 UI tests, that re-runs every skipped resolve in full and asserts it
  would have produced identical results.
- Across this run of snapshots, the one number everything is graded by: CPU
  work per frame at the crowded dungeon spot went from ~29 ms to ~16.5 ms.
- A lighting question got the full treatment and an honest answer. Units
  briefly took a different day/night lighting law; it read wrong on screen the
  same evening, and a build-by-build hunt a full week back confirmed the
  world's look never regressed in the first place — the change is reverted,
  nothing about the look changes in this snapshot, and the question stays
  parked until the one remaining unknown in the reference client is pinned.
- The character pane's model booth grew a headless eye — a dump of exactly
  what it draws, no live session needed — built for that hunt, kept for the
  next one.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 21:56:26 +07:00
SamandClaude Fable 5 2ad0043523 benilla: initial public release
A from-scratch World of Warcraft 1.12.1 client in Rust + Bevy.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 14:27:01 +07:00