Commit Graph
62 Commits
Author SHA1 Message Date
SamandClaude Fable 5.1 fad9ba02c3 zone channels survive a border crossing, and nameplates survive a login
- crossing a zone border prints one Changed Channel line instead of a leave and a join, and General and LocalDefense keep printing in the new zone; walking out of a capital keeps Trade's number and its registration instead of dropping it (2130)
- outside a capital the channel numbers are the reference's: a fresh character holds 1 General, 2 Trade (suspended until a city) and 3 LocalDefense, so /2 reaches the same channel it does on the real client (2137)
- logging into a character reads that character's zone, not the previous one's, so a login in the Eastern Plaguelands no longer joins and leaves Stormwind's channels first; a chat cache with General saved as a custom name gets its id back (2130)
- the Show Tutorials option survives a /reload: it loaded unchecked and clicking it reset every dismissed tutorial account-wide; a world entry no longer switches off nameplates you had turned on (2131, 2132)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-11 20:51:41 +07:00
SamandClaude Fable 5.1 c775181933 the cooldown pie survives a /reload, and Bagnon's bags keep their order
- the cooldown pie, the GCD sweep, minimap pings and the map arrow draw again after a logout, login or /reload; they went blank until a restart, which read as OmniCC killing the cooldowns (2113)
- an addon's own font on a button label keeps its face, size and outline instead of being undone every frame, MikScrollingBattleText's reported look (2112)
- an empty label reads as nothing rather than an empty string, so Cartographer's map label keeps its colour; a slider thumb with no authored size takes its art's own size, so Dewdrop's Look'n'Feel slider moves (2109, 2110)
- Bagnon's saved bag list comes back in the order it was written, so the keyring stops jumping to the front after a restart; hovering a Bagnon bag costs a third of what it did (2111, 2114)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-11 20:49:50 +07:00
SamandClaude Fable 5.1 d8de29bd9b 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 b81e481348 afk and dnd work, the stun swirl shows, and the world drop is back
- /afk and /dnd send instead of printing Unknown chat type: the flag sets, <AFK> shows over your head at once, the four echo lines are the client's own, and moving clears AFK under the real autoClearAFK CVar (2082, 2088)
- the stun swirl and the other state-kit visuals show — a cache the login map change cleared lost them nine runs in ten — and a state kit's animation id is the base recompute the reference runs, never a play, so the stray Stun one-shot is gone (2085)
- dropping an item on the world brings up the destroy prompt again: since the stock WorldFrame landed, the world is a frame, and the drop's gate had been written for the absence of one (2089, B380)
- the mouse no longer snaps to the window's centre when the loading cover drops on /logout; the cover hands the pointer back only where it knows it is (2090)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-08 16:23:48 +07:00
SamandClaude Fable 5.1 6e3483c1e7 the loading tip draws, its backdrop holds, and indoor trails go warm
- the loading screen's tip of the day is on screen: it was picked and saved but never painted, and once painted it was wiped by the login round trip (2083, 2081)
- the backdrop no longer switches mid-load — logging back in to an expired dungeon held its art for a second and then flipped to the continent's; the art latches at the raise, keyed on the texture, not the map id (2081, 2087)
- a weapon trail indoors takes the room's warm light instead of the sky's ambient, the wearer's own light being the reference's term (2086)
- the glue dialog moves out of the login screen into the shared glue layer, so the select screen's refusals and the login's errors are one widget (2084)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-08 16:22:57 +07:00
SamandClaude Fable 5.1 663851b17d every line is a key, four find their sound, and the ding prints once
- the last app-side lines become GlobalStrings keys — tooltip cells, party, petition, duel, quest, PvP and rest lines read the install's own wording, so a non-enUS chain shows its own text (2045, 2080)
- a locked chest says Requires Pick Lock, ammo and thrown weapons drop their invented slot word, a met set bonus reads Set: without the count, and a 100 s cooldown reads 1.67 min as the template prints it
- the level-up block and the free-professions line printed twice in chat and print once; a declined invite, a friend coming online, a duel request and a failed quest play the sound 1.12 gives them
- Duel cancelled. is the yellow line at the top of the screen, and a trainer refusal or a failed quest with no cached template shows nothing, as on 1.12

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-08 16:19:46 +07:00
SamandClaude Fable 5.1 7fe4b37c2f guild lines are message ids, mail sends again, and the shadow fades in
- the guild lines are message ids: `ui_guild/lines.rs` carried 34 English constants and two hand-rolled fill helpers and pushed composed text onto the chat log — 2045's largest ratchet row and the one file its rule had no route for, because `UiError`'s doc claimed the 1.12 formats use at most one `%s` and one `%d` and the type was built to match, while `ERR_GUILD_PROMOTE_SSS` is "%s has promoted %s to %s." — a wrong sentence in a doc had become a wrong type, and the wrong type had made a file's worth of drift structurally necessary; `CGGameUI::DisplayError` (`0x496720`) is cdecl varargs — `add esp,4` bare, `add esp,8` with one string, `SMSG_GUILD_INVITE` pushing two with the stack check exact at `0x30 + 0x60 = 0x90`, and `SMSG_GUILD_EVENT`'s emitter tail `0x5e745f` passing one, two or three off `strCount` — so `UiError` carries an ordered heterogeneous `Vec<FillArg>` (`S(String) | D(i64)`, since `ERR_USE_LOCKED_WITH_SPELL_KNOWN_SI` is String-then-Integer) behind four constructors naming the reference's call shapes (`key`, `s`, `strings`, `args`), twenty sites migrated; what the catalog knew and composed text could not carry: `ERR_GUILD_NAME_INVALID`/`ERR_GUILD_NAME_EXISTS_S` are kind 2 — the red line — and went to chat, `ERR_GUILD_CREATE_S`/`ERR_INVITED_TO_GUILD_SS` carry the LEVELUP cue and `ERR_GUILD_PERMISSIONS` (type_tag `0x3e`) is one the reference speaks (1815), all three silent; the default arm was missing outright — `0x5e745a` pushes `0x69` = `ERR_GUILD_INTERNAL` for `0x09` and every id past `0x0d`, catalog row 105 the whole time, so `TABARD_CHANGE` had been silent under a comment calling the key unsettled; a short `strCount` is passed SHORT (0 and ≥ 4 pass zero strings) so a starved specifier reads "…promoted Furor to %s.", not "…to ."; `/ginfo` deliberately stays off the queue — `GUILD_NAME_TEMPLATE`/`GUILD_INFO_TEMPLATE` are not catalog rows, `0x5e6fb0` resolves each token through the VM and emits chat itself, and a non-row key through `Shown::keyed` would turn a chat line red — so it waits on the guild feed and goes out unkeyed, the enUS month-day-year swap with it; the `_S` arity is asserted from the key names, 22 of 22; the ratchet row is deleted, 208 over 31 files remain (2054)
- a unit's blob shadow asks the UNIT for its alpha: the lane gathered live `RenderFade`s off a unit's part entities and read "no part is fading" as 1.0 — true of a settled unit and exactly backwards for arrival, where a streamed unit holds `PendingAppearFade` with no `RenderFade` anywhere until the world is shown, so its parts were deliberately invisible while the shadow drew fully opaque; measured on a probe login: alpha 1.000 from t 0.61 to the arm at t 3.51, then 0, then the ramp — 2.9 s of dark oval under no creature, the symptom `model_render_alpha`'s own "pending ⇒ 0" law (0827) already named for emitters and ribbons; `model_fade::UnitRenderAlpha` is the one door, composed from the ROOT where `UnitAppearFade` tells pending from settled, published as one question rather than its three inputs so a caller cannot reassemble the mistake, and `DespawnFade::armed()` retires the `-1.0` sentinel from every caller; the world API wall goes 177 → 178; and wow-re settled what the shadow's alpha IS, four questions VERIFIED: it reads `CM2Model+0x180` through `0x710ca0`, not `+0x19c`; that slot carries the appear and despawn ramps, the self fade AND the CharProc-14 aura — `0x60d180` drives the same `StartAlphaFade` the appear fade does, so a stealthed unit's shadow now dims with its body — and not the per-batch M2 colour/weight tracks; and the reference draws nothing under a not-yet-shown object either (`+0x180 = 1.0 · 0.0`, written 30 bytes before the read), so this is fidelity, not taste; three module-doc claims corrected against it: the dead `0x683ea5` gate, the registration handoff (GameObjects and DynamicObjects never cast; units, players and corpses always do), and 1277's `InheritedVisibility` gate, which the reference lacks and stays ours on purpose (2055)
- the mail stationery list was empty for the whole session, and every send with it: the five `dropping command — not connected` lines at login, once named, were `ItemQuery` for all five `Stationery.dbc` rows — `feed_mail` carried no run condition and asked from the login screen before the socket existed, the asks evaporated in the io thread, and `Items::template` had already latched all five in its ask-once `pending` set, cleared on disconnect and never on connect, so they were never re-asked and the stock `SendMailFrame_Reset`'s row-1 selection left every send silently unsent; the list now waits for a self player, and `release_ask_once_latches_on_enter` clears the pending sets at world enter, the counterpart the disconnect teardown never had — a redundant re-ask costs one packet, a wrong latch costs a dead feature nobody can see is dead; and three more log lines answer for themselves: a control character is answered before the shape — a newline is a line break the markup parser consumes, not a missing glyph — so the warn stays meaningful for a glyph a face genuinely lacks; the blend-check's one-frame run is the specialization tick catching up with a material swap, a real login showing four entries clear 26 ms later, so the warn waits for a run to SURVIVE the tick and a one-frame run is recorded at debug; and the audio starve line carries the wall span it covered beside the time it counted and the position it saw advance, because a 1.0 s window still closed 0.756 s of wall after the stream started on `Time<Real>` — if they disagree the caller's clock is still wrong, if they agree the starvation is real

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 19:41:57 +07:00
SamandClaude Fable 5.1 f1a1b68c1a strings become keys, hidden tiles park, and the water stops breathing
- a reference string is a key, never a Rust literal: display text is a key into `GlobalStrings.lua` in-game or `GlueStrings.lua` on the glue screens, resolved at runtime from the player's own install, and a literal is legitimate only as a fallback beside a lookup — the reference's own `UNKNOWNOBJECT` shape — because a re-typed sentence costs the wording nobody diffed, the surface and the voice a composed string has no catalog record to read off (1770, 1815), and localization; the tripwire in `reference_strings.rs` is the check a comment could never be: it walks the workspace, normalises both sides and fails on any literal matching a shipped value — 273 re-typed literals over 34 files, after calibration threw out three false-positive classes (a path-mangling bug, the 85 fallbacks beside a real lookup, and `#[cfg(test)]` modules whose fake tables match by construction — the first run's 378 would have enshrined ~50 phantom sites); `ALLOWED` is a per-file ratchet whose counts may only go down and whose stale rows fail too, regenerated from a clean tree at 253 over 33 files — the first baseline was captured mid-edit and the land gates failed on a row claiming drift in a file that had none — then 252 over 32 as `ui_trade`'s row retired behind a neighbouring conversion to `ERR_TRADE_BLOCKED_S` (2042); stated in its own doc: it cannot find an INVENTED sentence, which matches nothing; and `benilla_ui::strings::fill` is the one template filler — ordered `%s`/`%d`, positional `%N$s`, `%%` collapsing, a starved specifier copied through visibly so a mis-modelled template looks wrong rather than plausible — replacing eight hand-rolled copies that disagreed, one of them `str::replace` filling every `%s` with the same argument, latent only because no message on that queue carried two yet (2045)
- two families convert, and both assert the identifier, not the sentence: the character-create result line resolves its key off the player's chain with the literal as fallback, and three bugs the 23-arm literal table had hidden come out — `0x36` re-typed without its second sentence ("Please try again during off peak hours."), `0x50` invented (there is no `CHAR_NAME_CONSECUTIVE_SPACES` in 1.12, so it takes the default arm), and `0x4B` naming `CHAR_CREATE_NAME_IN_USE` where the code means `CHAR_NAME_RESERVED` — both read "That name is unavailable" in enUS, so no assertion on displayed text could ever have caught it, and a sentinel test that rewrites `CHAR_NAME_RESERVED` in a copy of the real table proves `0x4B` moves while `0x31` does not; the ratchet's first row retires, 21 → 0; and `SMSG_PARTY_COMMAND_RESULT` returns the catalog message the reference's own jump table names — handler `0x5e68b0`, `dec eax; cmp eax,7; ja <silent>; jmp [4*eax+0x5e6a14]`, results 1–8 onto `ERR_BAD_PLAYER_NAME_S` … `ERR_IGNORING_YOU_S` plus `ERR_INVITE_PLAYER_S` (`0x3a`) and `ERR_LEFT_GROUP_YOU` (`0x42`) on result 0 — so text, surface and sound come off one row: `ERR_PLAYER_WRONG_FACTION` (`0xff`) is the red line where the other nine are chat, and three inputs the reference is DELIBERATELY silent on (result ≥ 9, result 0 outside op {0, 2}, an invite with an empty name) stop printing an invented "Party command failed (N)."; tests assert the message id, since no English distinguishes a right key from a wrong one here, and `ui_party` goes 22 → 12 (2045)
- a hidden `<Model>` tile is parked: every orthographic pane shares the atlas's one camera, deliberately kept active whenever any cell is packed because it is the camera that clears the sheet, so `booth_frozen` — exact for every booth ever built, one camera one scene — answered "drawn" for every pane that had left the paint list, and a hidden autocast-shine pane's four spline emitters kept integrating and pushing quads for the whole 600-frame linger at a cell the packer had since given away; `sync_tiles` gains a sixth stage that parks any live tile with no cell this frame — `AnimParked` on the root, which holds the pose evaluator, the compose, the palette write and the global-sequence bone writes, and `ParticleEmitter::set_frozen` on every emitter — with `scene_frozen` stating the freeze law in one place and the park verdict pinned to the composite by a test, so a repack or a full atlas cannot freeze a visible pane's cloud; the bone global sequences move onto the pane's clock, where the material rows have been since 2019: the kernel's Phase B cursor is `(sceneClock − attachSnapshot) % duration` off the scene that owns the instance (`[model+0x2c]`, the snapshot at `CM2Model+0x68` stored at `0x70eae1`), and a `<Model>` widget owns a private `CM2Scene` at `CSimpleModel+0x314` that only its own advance at `0x76d863` moves — so the ping's spinner holds while hidden and resumes where it stopped, with no accumulator of ours; measured with a cooldown pane holding the atlas alive: twelve hidden shine panes cost 54 effect items / 63 transparent draws before, 34 / 43 after, the pool held rather than drained by design; and the particle census's `gated=` column, which printed `fade.is_some()` and read backwards as the gate verdict, is renamed `has_fade=` (2046)
- a doodad is not an entity: `[def+0xa4]` has exactly four writers image-wide — ctor `0x6a7d73` (0.0), WMO doodad-set commit `0x695bb3` (1.0), ADT MDDF commit `0x6b01bb` (1.0), MCSH refresh `0x698cb4` (0.5) — and the 2.5-producer `0x69e280` and the ramp `0x69e770` are reachable only through the entity-attached `[obj+0xe0]` path, which contradicted the §6 both lit-ground sites cited and a capture with gains up to 2.5, so the premise was marked contested at both sites first (the shader's own note told a future session to cut `min(I, 1)` and `LIT_T` together on its strength); wow-re then settled it — two C++ classes inline the same base and share the offset: `CMapDoodadDef` (vtable `0x810a74`, `"WDOODADDEF"`, size `0x198`, serving ADT MDDF and WMO MODD) and the WENTITY light node (vtable `0x810810`, size `0x108`, off `[obj+0xe0]`) that `0x69e770` ramps at 3.3333/s; on the doodad class `+0xf8`, the field the ramp reads its target from at `0x69e894`, is `m[2][3]` of the world matrix — it has no target field — and six trace frames put 111 MDDF placements over 356 draws at gains only in {0.5, 1.0}, none changing, against an entity walking out of shadow at 0.5 / 0.81 / 1.09 / 1.3367 and rising; so ADT map doodads join the fixed-1.0 family with the exterior WMO props, `ShadeSel::Lit` is entity-only, the retained lane's Matte arm drops its prop requirement, and no pixel changes — the cap was faithful for trees all along and lifting it is now an entity-only look change for the director to call; `WORD_SHADE_LIT` is left as a documented dead bit (2050); and the far water's 1.25 s breath is flattened: the director's recording autocorrelates at lag 75 @ 60 fps = 1.250 s (r = +0.60), the 30-frame ocean flipbook at 24 fps, whose frames do not share a mean — alpha 55.985..57.628, DXT3's 4-bit alpha swinging 1.64 at mip 0, 3.72 at mip 5, 6.38 at mip 6 — so at distance the mipped sheet moves together, 0.8..1.84/255 on screen, fogged out at `farclip` 300 and visible at 777; wow-re proved the reference breathes too (`0x68abab` creates the flipbook with `applyGlobal = 1`, the upload hands the driver `Levels = 9`, LOD bias 0, the loop period `[0x8102b8]` 1.25 s over 30 frames), so ours was faithful and it is flattened anyway by the director's eye: each frame's DC equalised per level and per channel at texture-build time as an exact integer redistribution in ±1 steps on a coprime stride (1.64 / 3.72 / 6.38 / 0.555 → 0.000), water and ocean only since magma and slime take the sheet as their body colour, `WOW_LIQUID_DC=raw` restoring the authored art for the A/B (2051)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 19:41:02 +07:00
SamandClaude Fable 5.1 eadacac998 a hundred stale claims retire, and text= was never a divergence
- a comment that justifies code by an engine difference is a claim with an expiry date, and the tree had ~96 expired ones across `assets/ui`, `ui_script/` and `benilla-ui` — a hygiene pass, no behaviour change: dangling `Benilla*` names with zero definitions (`BenillaMoney_*` at thirteen sites after 1937/1962 converged the coin cluster onto the stock `SmallMoneyFrameTemplate`; `BenillaGossipRow_Resize`, `BenillaErrorsFrame_AddMessage`, the digit feed 1285 deleted, `BenillaMerchantItem_OnClick` and three more), "the shipped `assets/ui/<X>.xml`" for thirty-odd files the directory no longer holds — it holds nine — each site now naming the chain file that actually loads, `UiPanels.xml` in the present tense after 1988 took the panel manager and the dialog engine stock, and expired self-deprecation: SimpleHTML "a widget kind we do not have" (1337 built it), "benilla has no console" (1948 bound `ConsoleExec`), `Model`'s "seven verbs not published yet" and "`ClearFog` is a guess" (all 23 are published, the carve sits 500 lines below, `UNBUILT` has been `[&str; 0]` since 2027), `frame_flag_gate`'s doc describing four groups of accepted mouse divergences over a `KNOWN` list that is empty (the empty array and its enforcement stay), five comments saying key delivery is not gated on `keyboard_enabled` where `script::keyboard`'s walk filters on exactly that field (1319), `SetRaidTarget` called a verb this house lacks beside an assert that its intent IS queued (1820), two questlog tests deferring to a screenshot for `GetPoint`/`IsVisible` the regions already answer, `benilla.toc`'s "trade still needs four engine verbs" (all four bound, 1966) and its ping `Model`s "this engine draws no pixels for" (2013 renders `MinimapPing.mdx` itself), and `rig_anim`'s `set_paused` naming a booth caller it does not have; and the code the prose was propping up goes with it: `GameMenuFrame.xml`'s six `<OnLoad>` label setters, because `text=` on a `<Button>` is a global-string lookup at the loader's attribute step (0995, built 61 seconds before the file was written) — the buttons carry `text="LOGOUT"`/`"EXIT_GAME"`/`"MACROS"`/`"RETURN_TO_GAME"`/`"MAIN_MENU"` as the reference's own do; `ScriptLogFrame`'s five authored close-button lines, now `inherits="UIPanelCloseButton"` off the chain's `UIPanelTemplates.xml` seated 757 lines above it (1846); and the editbox's 22-line "gap" doc claiming only the self-acquire `autoFocus` path is built and its `false` default unverified — path 1 is 1686's `visibility_focus`, and the default is `true`, byte-read off `flags = 1` at `0x779a29`/`0x779a2e`, so the test named `autofocus_does_not_focus_on_show…` is renamed for what it actually pins (2044)
- the `text=` divergence never existed: `resolve_text`'s doc had claimed since 0068 that falling back to the raw attribute on a GlobalStrings miss was "one deliberate divergence" from a reference that draws the empty string, and read at the byte it is the reference's own behaviour — `FrameScript_GetText 0x703bf0` does return a pre-seeded empty string (`0x882748`) when the global is not a string, but that return never reaches a label, because all three `text=` readers image-wide test it and substitute the raw attribute: `Button::LoadXML` at `0x778c07` (`0x778c31 mov eax,esi`), `CSimpleFontString::LoadXML` at `0x771006` byte-identically, and `0x7292a6`, which pushes `edi` on the empty arm; so the loader changes nothing, the two test comments that had called `PetLevelText`'s "Level level race class" placeholder and `CLOSE` our divergence now name the reference's arm (a real 1.12 client draws them too), and what IS ours is the extra warning on a key-shaped miss (0983 → 0991), a strict addition; beside it, `GetEffectiveScale`'s root factor is 1 not because "benilla has no `uiScale` CVar" — 1804 registered one, default 0.9 — but because the dial is applied at the raster seam, `768/uiScale` UI units of virtual-screen height rather than a scale on `UIParent`, so every coordinate the VM hands Lua is already in those units and the reference's `GetCursorPosition()/GetEffectiveScale()` transcriptions convert correctly with a root of 1 (2044)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 19:39:30 +07:00
SamandClaude Fable 5.1 8f0bece3be loot and pet refusals become message ids, and waterfalls flow again
- a loot refusal is a message id, not a sentence: `loot_error_text` composed eight sentences for `SMSG_LOOT_RESPONSE`'s refusals and six of them said something 1.12 never says — "too far away to loot that." for a string that ends "that corpse.", "You can't loot that from there." for "You must be facing the corpse to loot it.", and an invented "Those pockets are already empty." for a code the client has no string for; it and the `LootErrors` queue are deleted, and the refusal is raised by GlobalStrings key into `UiErrorKeys` at the net bridge, the way `fish_verdict` two functions above already did, off the reference's own eleven-entry jump table at `0x5ebc64`; a composed string had no record to read a surface or a voice off, so all eleven — `MsgKind::Error`, the red `UIErrorsFrame` line — had been going into the chat window as yellow SYSTEM lines, and the four spoken in the player's own race and gender (`DIDNT_KILL`, `BAD_FACING`, `LOCKED`, `TOO_FAR`) were silent; a second bug fell out of reading the leg: codes 4–9, 11 and the default fall through a release tail at `0x5ebac2` that zeroes `[player+0x1d28]` — our `LootLatch` — while 10, 12, 13 and 14 jump past it, so a master looter refused a hand-off no longer stands up out of the kneel at a still-open corpse; the default arm's `ja 0x5ebabd` lands on code 7's arm, so every unnamed code prints `ERR_LOOT_DIDNT_KILL` and releases (2035); and the pet has its own two message tables, not the player's with a flag: `SMSG_PET_ACTION_FEEDBACK`'s handler `0x4bdb70` decrements the byte, bounds it at 3 and jump-tables it through `0x4bdbe8` to `ERR_PET_SPELL_DEAD`, `ERR_NO_ATTACK_TARGET`, `ERR_INVALID_ATTACK_TARGET`, `ERR_PET_SPELL_NOPATH` — one per vmangos `PetFeedback` value, where our two-entry map had printed "No path available for your pet" for a dead pet, "Out of range" for no target and nothing for 3 and 4; `SMSG_PET_CAST_FAILED` is `0x6e8eb0`, a separate 142-byte index table that overrides ten reasons, six of them to `ERR_PET_SPELL_*` rows with no other raise site in the client, so `CastFail` grows a `Caster` and picks its table from it while layers 1 and 3 stay shared, as the binary shares them; `0x6e8eb0` calls neither the combat-log formatter `0x62c360` nor the error sound `0x458a50`, so a pet's refused Growl no longer prints "You fail to cast Growl: …" as the player's own failure; and the source walk that exists to catch a non-catalog key was blind to both wrong keys because all 465 catalog keys begin `ERR_`, so the tripwire moves to the funnel — `Shown::keyed` warns on a key `by_key` cannot resolve (2033)
- the hunter-pet feedback cluster, five opcodes carved off the binary where four had sat name-table-only: `SMSG_PET_TAME_FAILURE` (`0x173`) is two GlobalStrings lookups in order — `0x6e6a20` maps `reason − 1` through the eleven-arm jump table at `0x6e6ac0` to a `PETTAME_*` key and hands the resolved string to `DisplayError(ERR_TAME_FAILED)`, anything outside `1..=11` taking `PETTAME_UNKNOWNERROR`, and Call Pet and Revive Pet raise it too; `SMSG_PET_NAME_INVALID` (`0x178`) raises `ERR_INVALID_PETNAME` from the shared dispatcher `0x5e38c0`'s arm `0x5e3e33` — 1066 had called a refused rename silent on a carve that gave `0x178` the handler `0x4bdc00`, which is `0x2AF SMSG_PET_BROKEN`'s and raises `ERR_PET_BROKEN`, body unread; `SMSG_PET_ACTION_SOUND` (`0x324`) is a bark, not a sound id — its two talk values reach the bark dispatcher `0x623a40` at states 1 and 2, i.e. `CreatureSoundData` columns 28 and 27, and the shipped DBC names them from the other side: exactly four of its 406 rows carry them, the Imp, Succubus, Doomguard and Voidwalker voices, as `A_<demon>_ORDER`/`A_<demon>_KILL`; `Latch::Voice` now carries the bark state as a number and every one-shot creature vocal goes through one `play_bark` that is `0x623a40` — aggro at 0, the pet barks at 1 and 2, the death cry at 4, which had been on a bare `play_kit` off the slot so a pet bark could talk over it — with the reference's `jle` priority rule, because under the old boolean slot a demon's voice would have lost every race against its own aggro flares and been inaudible; it is a warlock-demon surface end to end — vmangos only sends it for a summoned pet, at a 10% roll per order, and a hunter's wolf has neither the columns nor the packet; and the fifth opcode surfaced because the cross-check went looking for column 29's consumer: `SMSG_PET_DISMISS_SOUND` (`0x325`), handler `0x604140`, reads column 29 twice (`0x6041c4`/`0x6041dc`) off a row resolved fresh by `CreatureModelData` id rather than the cached `[unit+0xb40]` — which is why a census over the cache had called the column dead — and plays `A_<demon>_DISMISS` at the packet's point with `z + 1.0`, no unit and no latch; column 29 is loaded, the column nothing reads is 22 (zero on all 406 rows), and the dismiss handler is built although vmangos never sends the packet (2039)
- every UV scroll and animated tint in the world had been frozen for three days: 1940's deferred realization parks a freshly built `WowModelMaterial` behind a reserved handle until something view-visible binds it, and `doodad_anim::register_uv`/`register_tint` still reached for the store alone — `Assets::get_mut` answered `None` for every registration, the slot was freed, the registry stayed empty and the shader read the pinned-zero identity row for every batch, silently, because the `else` branch was a bare `return`; the fix is the address, not the timing: `Parked::value_mut`/`value`/`holds` reach a value wherever it currently lives and `lazy::with_material_mut`/`with_material`/`holds` publish that, so the one-shot build stamp lands in the parked value and rides realization in — realizing it to stamp it would have thrown away exactly what deferral buys; the tick's eviction on `Assets::contains` read a parked material as dead and asks `lazy::holds` now, the empty-registry early-out says so out loud when marked parts exist, and two instruments ship — `WOW_MATANIM_PROBE=<secs>` prints per animated part whether it is registered, whether its loop moves, what its table row holds and whether it is drawn, and `WOW_WORLDVIEW_AT=x,y[,z]` opens the server-less viewer anywhere; measured at the reported waterfall: 0 uv / 0 tint entries before, 87 uv / 6 tint around the Elwynn valley after, its two sheets on slots 1 and 2 with live rows −0.2122 and −0.4246 — the authored 1:2 ratio (2038); and the paper doll and the inspect pane are lit from the model's right: `CGLight+0x24` is the direction the light PROPAGATES — the `CharacterModelBase` ctor `0x505680` writes `(0, 1, 0)` and `0x71bce0` negates all three components before building the SH basis — so `model_pane_light()` hands the packer the ctor's vector as written where 0638 had negated it on the way in and lit both panes from the left; the ambient `(0.7, 0.7, 0.7)`, the diffuse `(0.8, 0.8, 0.64)` and the side-light analysis all hold, which is why the A/B that approved 0638 could not tell the two readings apart (2034)
- a unit tooltip whose name query has not answered titles `UNKNOWNOBJECT`, not a blank gold row: the reference's builder `0x529fe0` reads its NAME line through `CGUnit_C::GetUnitName 0x609210` — the same function `UnitName 0x517020` delegates to — and every miss on its three legs, the null creature record included, ends at the one `FrameScript_GetText("UNKNOWNOBJECT")` tail at `0x609324`, so `unknownobject` moves into `unit` proper and the plate and the verb share it, read out of the VM's `_G` with the binary's "Unknown Being" behind a missing global; the faction line stops waiting for the creature record — its entry gate `0x612610` returns 1 when there is none, so it resolves off `UNIT_FIELD_FACTIONTEMPLATE` and keeps only `HIDE_FACTION_TOOLTIP` for when the record lands; the reference's placeholder sticks for the whole hover (stock `GameTooltip.xml` registers `UPDATE_MOUSEOVER_UNIT` alone) and our line-change repaint, which replaces it when the answer lands, is kept (2040); a unit predicate answers the NUMBER 1 or nil, never a Lua boolean: `UnitExists`, `UnitIsDead`, `UnitIsGhost`, `UnitIsDeadOrGhost` and `UnitOnTaxi` pushed a boolean and twenty-three more open-coded the right shape in eighteen places, where the reference pushes through `lua_pushnumber 0x6f3810` or `lua_pushnil 0x6f37f0`; all twenty-eight now reach 1830's one push site `binding_abi::predicate` — via `unit::unit_predicate` for a `UnitState` field, directly otherwise — `UnitIsCharmed`'s `Number(1.0)` and `ClearTarget`'s hand-branched nil included, and `UnitOnTaxi` gains the reference's `Usage:` raise (gate `0x517a48`) where a nil token had raised mlua's type error; truthiness is why it survived (`if UnitIsDead(u)` reads the same either way, and `== nil` inverts), nine `eval::<bool>` tests were vacuous under mlua's coercion and `taxi.rs` had pinned `== false`/`== true` — the one shape the reference cannot emit — so a table-driven test covers all twenty-eight on both legs, and `UnitIsAFK`/`UnitIsDND` now say they are ours (zero occurrences image-wide) (2043); and the quest log's stock title width cap — `275 − 15 − tagWidth`, live off the chain since 1944 — ellipsizes on one line rather than wrapping into the 16-unit row: 1873 declined it reading an explicit width as a wrap width, but the title FontString declares `y="10"`, and a declared height arms both overflow regimes, so a 258 px title in a 206 px box paints as one line ending in three ASCII dots — the reference's own result, its ellipsis gate at `0x771ec0` being `boxW > 0 && (maxLines != 0 || boxH > 0)`, which only an auto-height FontString escapes; two tests pin the render law on the real FRIZQT face and the geometry the stock file hands it, including the cap's per-row-button stickiness, which is the reference's too (2036)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 19:39:11 +07:00
SamandClaude Fable 5.1 7735447d32 the window tab goes stock, and the ferry keeps its rider at the seam
- the window tab is the reference's own: `CharacterFrameTemplates.xml` loads off the chain at the reference's toc l.21 — the reference never gives it a toc line, `UIOptionsFrame.xml` includes it, and ours is not the reference's options window, so the row is explicit — and our `CharacterFrameTabButtonTemplate` with its `BenillaTab_Room`/`BenillaTabButton_OnUpdate` settle is deleted, 192 lines; the stock template fits a tab ONCE, in `<OnShow>`, through `PanelTemplates_TabResize(0)`, which needs a `GetStringWidth` that answers inside the Lua call that asked — the engine's synchronous measurer is that, so the settle that re-fit from `OnUpdate` until a frame-late round-trip landed is dead weight; retired with it, the director's call: 1002's structural clamp (`benillaTabRightInset`/`benillaTabPadding`/`benillaTabMaxWidth`, a tab never past its window's drawn right edge) — the reference's only caps are the numbers each window passes `TabResize`, and nothing had set those fields since the macro window went stock; 1004's highlight law is unchanged and now the reference's own text (`LEFT +10`/`RIGHT −10`, two opposing anchors that never consult the width, so both `SetWidth` lines are dead code there and here); measured live on the frame the window opens, main's 115·115·115·115 becomes 89.8·99.3·70.8·75.6 on the character row, 77.9·66.1·70.8·66.1 on the social, 89.8·85.0 on the merchant — each its label's `GetStringWidth()` + 40 — and one frame later the two builds agree exactly, so what goes is a one-frame 115 px flash on every open of every one of those windows (1993)
- the ferry seam: `tick_transports` leaves an off-map transport's transform unwritten — the reference's own freeze, `0x5f5248`'s leg map read against the current map and the return at `0x5f5279` past the pose stores — but 0455's riding worldport composes the rider's world pose as `boat.translation + boat.rotation * local_pos` from exactly that transform, so a client whose path clock had not crossed put the body at Booty Bay's coordinates on Kalimdor, which want ZERO tiles of Kalimdor's WDT: the reported `0/0 resident`, which cannot clear (`is_ready` needs `total > 0`) and cannot re-raise (`focus_resident` takes its vacuous off-grid arm); the fall is a second bug in the same window: `SelfMoveMessage` dropped the wire's `ON_TRANSPORT` tail and `apply_self_move` re-derived the deck-local pose as `world − boat.translation`, which against a frozen source-continent boat is the distance between two continents — consistent while the boat stays frozen, a ~13,000 yd fling off the deck the instant it writes an honest pose, `update_attachment` keeping the ride because the body is airborne and no settle hold to catch it; the rider's deck-local pose now comes off the wire, and `first_cycle_on_map` + `reseek_ridden_transport_at_worldport` seek our clock to the head of the destination map's leg and write the pose in the worldport frame itself, a clock that already agreed left untouched; cleared with numbers: the timetable matches vmangos's to 18 ms over path 241's 350 818 ms cycle, the period is bit-identical to the DB row, the live skew is 32 and 144 ms on the Orgrimmar zeppelin; two divergences kept knowingly — we spare the ridden transport where `SMSG_NEW_WORLD` (`0x401bc0`) destroys the whole object manager, and we hide an off-map boat the reference draws; an off-grid view focus names its map and tile once, a ridden transport whose map disagrees with `CurrentMap` for three frames warns, and the sea-crossing probe sends itself to a dock (`WOW_PROBE_DOCK=x,y,z`) because the fleet's seams are not interchangeable — one path crosses mid-cycle, another at the wrap; why the director saw 38.5 s and not a few frames is still open (N08, 2026)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 19:36:48 +07:00
SamandClaude Fable 5.1 c58bca4044 the far rain stops going black, and a seated body stays on its seat
- black rain is a zero-padded mip: `RainDrop01.blp` stores its 2×16 and 1×8 DXT3 levels as one block each where the block grid needs four and two, our decoder zero-padded the rest — an all-zero BC2 block is black at alpha 0 — and the rain's Mod2x lane reads no alpha, so every far streak that minified onto levels 3 and 4 (three-quarters and half black by the census) multiplied the scene toward black from ~43 yd, where level 3 enters the trilinear blend, to the fog at 70; the reference sizes a stored level at `bpp·max(4,w)·max(4,h)/8` bytes from its file offset and the header's `mipSizes` never sizes an upload, so a short level is completed by the next levels' own grey blocks — `[L3 | L4 | L5 | L6]` — and `Header::dxt_level_span` reads that span on both decode entry points, CPU and native byte-identical, with `pad_to` kept only for a file that ends inside a level, which no shipped asset does (543 of 32,309 DXT files carry a short level, every one non-square, none past EOF); not a mip cap and not a grey fill — the file's next bytes are what the reference draws; wow-re's cross-check settled which arm is which: the block copier `0x5a5780` is live on the shipped Direct3D default (`0x5a0a80` → `0x5a4f60`'s cell `[6][6]`), the upload's `imageSize` at `0x59f4e6`–`0x59f515` over the zero-copy pointer (`0x5a8555`) on OpenGL, the same bytes either way — and the `GL_TEXTURE_MAX_LOD` clamp is dead on every device (its gate `[0xc0f274]` has one writer, a zeroed `ebx`), so every tail level is sampled; why it surfaced now: 1642/1645's isotropic trilinear takes the streak's width for its LOD where the retired anisotropy 8 took its length, which carried the far streaks onto level 3 inside the fog window for the first time; `benilla-extract blp --mips` writes every authored level and prints the per-level texel census, and a real-asset test pins the copy byte for byte (B358/B225, 2020, 2024)
- the cooldown sweep draws again: the extract's `ModelPane` arm drew the atlas cell it found in the bridge, but the cell is packed by `sync_tiles` AFTER the extract and the conversion is memoized on the engine's list — so a cooldown armed on a quiet interface extracted once with no cell, the cell arrived a frame later, nothing re-ran the conversion, and the tile lived on the atlas for the whole cooldown with no quad on screen (the 2013 harness test had re-pinged the minimap to force a second conversion, encoding the defect as the contract); the arm now publishes the request — rect, paint key, alpha, clip beside the unit ladder — and `compose_tiles` appends one premultiplied quad per cell packed THIS frame in the `UiQuadAppend` lane, a function of the bridge alone; the second defect behind it: 2019's rotation rows were uploaded to the world's shared light buffer only, while a tile's material twin binds the tile's own black-light buffer whose mat-anim region is zero-initialised, so every quadrant read the identity — and `cooldown.blp` is 0.6-alpha black outside a four-texel strip, so the sweep would have drawn as a static disc and never cleared; `MatAnimMirrors` now carries the region into every buffer a lane binds under one generation gate; measured six seconds into a 30 s stance cooldown, the button rects read means of 79 and 22 against 150 and 48 before, the top-right wedge cleared from 12 toward 3 o'clock; `WOW_TILE_TRACE=1` is the tile probe (2023)
- a body inside a GameObject's hull is left where the server put it: the reference's resolver is a time-of-impact sweep and nothing else — no push-out stage anywhere in `0x634040`'s closure, and `0x632830`'s clip drops a candidate face whose clipped vertices all sit more than 1/36 yd (`[0x7ff9c8]`) behind the prism's leading plane — where avian's slide opened and closed with a Gauss–Seidel push-out whose minimum translation for a tall capsule in a small box is horizontal, shoving a seated body 0.555 yd off its stool on the first frame after the server seated it (B359); the `depenetrate` stage is deleted rather than disabled, and because the deletion alone left the body unable to walk out (a straddled seat top read as a wall at t = 0) the sweep carries the reference's band as `BACKFACE_BAND`, measured against the face's vertices, so a body walks off a stool and still stands on a sloped floor its feet sit a few centimetres under; the creature clamp cast its down-ray from 2.5 yd above the seat, a probe the reference never casts — its settle sweeps DOWN from the current position (`0x636dcd`–`0x636e45`) and the only way up is the step-up after a blocking horizontal hit — which found a cage's lid as Galen Goodward's floor (B372; seat 22.416, ray from 24.916, lid 24.667): a walker continuing its path now runs the shared `grounded_step` from where it stood with a creature's own 2.0 yd rise budget (`[0x801628]`) and takes only the Y, an idle unit casts down from its seat with the 1/36 band above it, and continuity is one server path long since `0x7c6420` re-bases on every packet; the `clmp` trace tag (`WOW_CLAMP_TRACE`) reads one clamp cast and the `move` tag marks input-less travel as CREEP (2018); and a seated body is not re-faced by the mouse: the reference's mouse-MOVE handler `0x514400` rotates the camera unconditionally and hands its facing to the body only through `0x5145e0`, whose last conjunct is `GetStandState() == 0` (`0x51460c`, the client-predicted cache), with `0x5151b0` re-testing the descriptor byte — so a right-drag while sitting orbits the camera round a body that keeps its facing and sends nothing; benilla restored the facing on the stun/death predicate only and spun a seated body in its chair with every sample, streaming a `SET_FACING` each; `MoverInput::mouse_may_turn_body` carries the stand-state term, and the keyboard turn keeps `may_turn` alone because that path stands the body (2025)
- the vendor window's face and name: the stock `MerchantFrame.lua` takes its title from `UnitName("NPC")` and its face from `SetPortraitTexture(MerchantFramePortrait, "NPC")` — the `"npc"` token, `CGGameUI`'s `[0xb4e2d0]` that every NPC window reads on its own `*_SHOW` — and that seam had four defects stacked on it: `feed_interact_npc` ran a frame ahead of the net apply, so the frame `SMSG_LIST_INVENTORY` raised `MERCHANT_SHOW` still held the previous NPC (the Goldshire inn titled "Innkeeper Farley" over Brog Hamfist's stock); `feed_units`' dirty gate had no interact term, so a swap to a second vendor moved no descriptor and skipped the feed; the memo row was never written, so `UnitExists("npc")` stayed true after a close; and `SetPortraitTexture` stored its token raw where the booth slots are keyed lowercase — the reference resolves every unit token through `0x515970`, whose ten compares are all `_strnicmp`, so the binding folds on the way in; the writer now seats itself `.after(apply_net_updates).before(drive_display_facing)`, pinned in the built schedule graph rather than the source, the gate takes `interact.is_changed()`, the memo is written, and the fold lands at the one seam where a Lua token becomes a slot name — every NPC window reads the same token through the same chain; `WOW_PROBE_VENDOR_SWAP=1` stands between Brog Hamfist and Barkeep Dobbins, 5.45 yd apart, reads the name inside `MERCHANT_SHOW`, opens one over the other and closes it — five FAILs before, five PASSes after (2022)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 19:36:25 +07:00
SamandClaude Fable 5.1 5c26c233c3 the cooldown goes stock, early-Z comes back, and lists reach the end
- a size-less `<Model>` pane's rect is its file's box in layout units: the reference's geometry overrides (`0x76d080`/`0x76d0d0`) answer the bbox extent whenever no size is authored, `bboxExtent · 768·√(a²+1) · layoutScale` FrameXML units (`1280 · extent` at 4:3), written into the pane's layout input when the file's facts land, re-derived on an aspect change, and ended for good by any authored size; `SetPosition` is the same unit, which is how `0x4a7b20` centres the arrow at `½·GetWidth, ½·GetHeight` through the override — so the map arrow's sprite arm and its hand-sized 33.6 px footprint go (its rect is `0.0262 × 0.0263` layout units, 33.5 × 33.7 FrameXML units at 4:3, 41.0 × 41.2 at 16:9), and the stock `ItemAnim` pane plays the item push unadapted (`ReplaceIconTexture` on the type-14 batch, the 1000 ms clamp, the stock `OnAnimFinished`), `ContainerFrameAdapters.xml` losing 0887's Lua card and its hand-measured 42.41 × 124.72 rect — the implicit one at 16:9 — and keeping the keyring fork and the three bag verbs (2015); and the cooldown is the reference's own model: the texture-transform law `uv' = R_q((uv + t − p) ⊙ s) + p`, `p = (½, ½)`, the raw quaternion component-lerped and never normalised, is one function (`uv_transform`) with the shader's UV fold as its twin — rotation and scale tracks bake per file sequence slot beside the translation, the mat-anim table gains an affine row `[cos − 1, sin, sx − 1, sy − 1]` on `anim_slots.z` whose identity is the zero row so every static batch reads exactly what it did, and a UI tile clones the twin material per animated batch and writes both rows every frame off the pane's play head, never the world clock; the stock `Cooldown.xml` runs off the chain on 2007's two handlers, the file's four quadrant quads turned by their own rotation tracks (`0 → −90°` over each quadrant's 250 ms window, clockwise from 12 o'clock) and its alpha tracks revealing the star for the flash; retired: the native `Cooldown` widget and `SetCooldown` (an Era API 1.12 never had — `CreateFrame("Cooldown")` is the reference's unknown-type refusal now), the loader's `Model → Cooldown` substitution, the app's hand-built pie and star, and our `Cooldown.xml`; `assets/ui` is eight files (2019)
- `UpdateMapHighlight` gets its zone-level exits (B360): at zone zoom ours returned the nil tail for every cursor position, so hovering Deadwind Pass from Duskwood showed no label where 1.12 shows "Deadwind Pass"; the reference's `0x4a7fa0` runs two lookups at zone level and answers a NAME only — first the current zone's exploration-gated overlay list (the builder at `0x4a6ad9` gating on the explored byte), each row's HitRect scaled by 1/1002 and 1/668 against the normalized cursor, edges inclusive, the first hit naming its Area1, then the continent grid re-windowed through the displayed zone's own rect, naming the neighbouring zone or city and nothing for the displayed zone itself — and only the name-only tail is reachable from there, fileName nil and the six coords zero, so the stock frame hides the highlight quad, as the director's own 1.12 shot shows; and `SetVerticalScroll` stores the offset as given (B370, B363): the reference's `0x786db0` compares the new offset against the old and writes it to `[+0x328]` verbatim, `0x787100` re-anchors the scroll child off it, and the range at `[+0x320]` is never read on that path — every clamp the reference exhibits is FrameXML's, through the scroll bar's `[min, max]`; ours clamped into `[0, GetVerticalScrollRange()]`, the child's overflow past the FRAME, which is 40 px short of where `FauxScrollFrame_Update` sends the bar on the 220-tall skills list (three rows lost) and 15 px short on the 287-tall who list (one); the setter fires `OnVerticalScroll` only on a change, as the bytes do, `BenillaScroll_Step` bounds its wheel in Lua where the reference's handler does, and the ScrollFrame kind's prose stops calling its offset unpinned (2017)
- overdraw's cheap half, the sky first: since 0588 every sky element wrote `frag_depth = 0.0`, which costs a pipeline its early-Z, so on an outdoor frame every full-screen dome fragment under the ground and the buildings was shaded in full (the gradient's `asin`, `atan2` and eight table lookups at dawn and dusk) and thrown away; one shared `sky_vertex.wgsl` — bevy's mesh vertex verbatim plus `out.position.z = 0.0` — is now the vertex stage of the gradient dome, the cloud dome, the star patches and the celestial discs and glares, and the model lane's `WOW_SKY_DEPTH` branch moves from its fragment to its vertex, so no sky fragment declares `frag_depth` and the rasterizer rejects the covered screen before the shader runs; every sky `specialize` zeroes the rasterizer bias constant the `sky_order` rung had been leaking into `DepthBiasState::constant`, harmless only while the fragment overwrote its depth, and the prose beside the pin follows it; then the retained `static_gx` pass draws BEFORE bevy's opaque pass (`StartMainPass → static_gx → MainOpaquePass`) — buildings and doodads are the frame's best occluders and a terrain fragment its dearest, six samples a pixel — so walls reject the terrain behind them instead of the reverse, the pass taking the first-use clear with it and the dev depth probe ordered after it; measured on 16 capture scenarios: 14 bit-identical, `northshire-dusk` 1 px and `water-night` 11 px, attributed to exact depth ties on static/terrain silhouettes and last-bit interpolation noise; a depth prepass and near-to-far bins are declined until a journal says where the time goes (2016)
- the grass cut goes per pixel because of a quarter-mip: `0x6813d0` sets `D3DSAMP_MIPMAPLODBIAS = +0.25` on stage 0 (`0x6813f4`) once per frame before the detail-doodad pass — capture-confirmed on all 29 doodad batches, and outside the `[0x6b1000, 0x6b3200)` scan 2004 had called complete; it decides the whole look because the `clutter_cut` probe finds 6 of 31 shipped detail atlases carry a BINARY alpha pyramid (mip 0 has DXT3's 16 levels, every level below exactly two, both starting zones among them), so `a × ramp` degenerates to a global on/off and every texel of a leaf crosses at the same depth — Elwynn's survivor coverage is flat at 47.6 % across the whole 52.5–61.1 yd band, then 0.0 %, while the probe's box-filtered control erodes 47.7 → 20.9 over the same band, so the art has the gradient the shipped pyramid threw away, and `clutter_size` puts the median tuft at 0.92 yd tall, 1.03 yd deep, a full yard for the boundary plane to sweep; the escape is bilinear: full alpha needs a 2×2 all-opaque texel neighbourhood, and those run out between mip 2 and 3 (179/56/10/0/0/0 on the dominant Elwynn cell), so the reference's λ ≈ 2.9–3.3 sits past the cliff and the tuft erodes continuously — 2.2 % of a tuft's pixels leave in the last half-yard with the bias, 11.6 % without, 24.2 % one mip sharper; wgpu has no sampler LOD bias, so the clutter lane re-samples base colour at `view.mip_bias + 0.25`, keeping the sampler every other model batch shares at the reference's 0; ruled out on the way: our BLP decoder (all nine uploaded levels byte-identical against the archive's 52 793 BLP2s), mip regeneration, the `has_mipmaps` byte's value 2 (a plain boolean, an authoring marker), anisotropy and geometry; what it does not fix is resolution-dependent, and so is the reference's own look — λ with the bias is 3.22 at the capture's 648p but 2.48 at 1080p and 1.48 at 2160p, so at a modern resolution the reference itself pops leaf by leaf, and scaling the bias with the viewport is one reversible line left for a look call (2021)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 19:35:31 +07:00
SamandClaude Fable 5.1 e8db9ef14c the world map's arrow shows on zone sheets, and UIParent goes stock
- the world map's arrow shows on every zone sheet, and alt-clicking a town jumps there: the stock file creates the player arrow as a `Model` child of `WorldMapFrame` and lays a zone sheet's explored-area overlays as ARTWORK textures on `WorldMapDetailFrame` — one `(strata, level)` bucket, where the draw layer outranks the frame — and benilla drew a model's scene at the frame's own layer-0 slot, so every overlay painted over it (the continent sheet has no overlays, which is why it was the only sheet with an arrow); wow-re's carve: a layer batch carries three sub-arrays — quads, the string batch, a render-callback list — that `0x76fb00` drains in that order, and `0x76d160` registers a model's callback only for layer 2 (`0x76d17f cmp ebx,2`), so a model's scene is ARTWORK content, neither a separate pass nor a layer-0 slot; a `ModelPane` quad now keys at the ARTWORK content rank, which re-orders the pet page's happiness icon (a sibling's BACKGROUND quad) under the pane's scene — the reference's own order, harmless because the bake is transparent where the model is not; a model against a LATER-linked ARTWORK font string in the same bucket is still ordered by link stamp, named not built; and the alt-click jump, which required the topmost frame under the cursor to be `WorldMapButton` itself while the stock file parents every POI icon and blip to that button, now walks up from whatever was hit to the button and takes its rect — the map's own chrome still answers nothing (1992)
- `UIParent` is the reference's own: `UIParent.xml` loads off the chain at its toc's slot, right after `WorldFrame.xml`, sourcing `UIParent.lua` and `LocaleProperties.lua` itself, and our `UIParent.xml` + `UiPanels.xml` — 3086 lines of transcribed `UIParent.lua` — are deleted; the one unbound verb the stock file ticks, `CheckReadyCheckTime`, was already 1989's; back from the reference: all sixty-six registered events and their arms (`PLAYER_CONTROL_LOST`/`_GAINED`, `RAID_ROSTER_UPDATE`, the trade-request pair, `PLAYER_SKINNED`, `GOSSIP_ENTER_CODE`), the ESC ladder as written — StaticPopup, the options window's Cancel, the game menu, `CloseMenus`, `SpellStopCasting`, `SpellStopTargeting`, `CloseAllWindows`, `ClearTarget`, else open — so ESC no longer clears a held cursor item or cancels the colour picker, two arms ours had grown that the reference does not have; the fade/flash/pulse kits walked from `UIParent`'s own OnUpdate in place of three 1×1 driver frames of ours, so a cinematic's `UIParent:Hide()` stops the walks as it does there; the managed bottom-stack positions without our `UIParent_RegisterManagedPositionListener` extension, which no shipped file registered any more; `LowHealthFrame`/`OutOfControlFrame`; and the `firstTimeLoaded` close on re-show; what stayed ours moved out — the window tab template and its OnUpdate settle (1004's async-measure adapter) and `BENILLA_FALLBACK_ICON` to `ScrollTemplates.xml`, 0561's bag verbs to `ContainerFrameAdapters`, the script log's slot row to its own file, `OptionsFrameCancel = OptionsFrameCloseButton` beside the two options aliases — and the Auction/Inspect/Macro/Talent panel rows, verbatim copies of the LoadOnDemand addons' own registrations, go; the reference also decides that the area spirit healer's dialog accepts on show with one CANCEL button, that losing control closes every window bar the reference's exceptions, and that the bottom-bar clearance reads the saved globals `SHOW_MULTI_ACTIONBAR_1`/`_2` rather than the bars' shown state; three integration binaries that kept private copies of the manifest loader use the shared one now (1988)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 19:30:54 +07:00
SamandClaude Fable 5.1 dbcf60fc31 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 a5382d7b37 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 edd6628329 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 fb57052242 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 404708859a 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 b1294ce9a1 the quest windows go stock, and the 20 ms frames were mis-split pairs
- the quest giver's dialog and the quest log are the reference's own `QuestFrame.xml` and `QuestLogFrame.xml`, run off the player's chain at the reference's own toc seats; our 1366-line and 1999-line copies are deleted, and the verbs the stock files call are built — the four `GameTooltip` quest-item and reward-spell setters, the reward spell itself (parsed on all three packets and dropped by the model until now), and two verbs; the detail pane could never scroll because `UpdateScrollChildRect` measured a frame late where the reference's measure is synchronous, so it measures through the installed font engine now; and ten things the reference does that ours did not, each found by a test that had enshrined ours — a shift-click never selects, an empty log hides the whole detail pane and says "No Active Quests", the abandon confirm lives in the popup registry (1944)
- the quest bindings' law, read off the binary and folded back: no 1.12 packet carries a quest background material — `GetQuestBackgroundMaterial` (`0x502230`) forks on the dialog's SOURCE object, an item answering its template's PageMaterial, a GameObject its template data, a creature nil (FrameXML's "Parchment"), the id naming a `PageTextMaterial.dbc` row whose six words are nowhere in the binary; its twin `ItemTextGetMaterial` has the same body, so the reader window already held every piece and the giver's feed runs the same resolve; `QuestChooseRewardError` is game-error row `0x98`, and the row plays `igQuestFailed` first, which the verb now queues; the reward-spell getters' third return is `Spell.dbc` Attributes bit 5 (1161 of 22357 rows set — craft-cast spells set, `Pattern:` teaching spells clear), read off the catalog now (1946)
- the "20 ms frames" of a raid, chased to their number: the probe's worst frames now carry their churn (entities, assets, first-play sound decodes, live particles, the GPU reading) and in a Blackrock raid with sound on every one of those read flat; then the same window on the PACED clock — under vsync with pipelined rendering the raw delta is mis-split into long/short pairs that sum to exact refresh multiples, so an alone Stormwind leg read 115 of 300 frames over budget with cpu and gpu both at their means, while the paced clock read 0 skipped frames in every leg; what remains real in the raid is `cpu_p99` at 22–23 ms with sound on; and every submesh the streamer spawns now carries why it is an entity, counted per reason — 5.8k resident ADT-doodad submeshes at the Stormwind auction house, 5.3k of them hidden, three prop families the retained pass declines by rule, each riding every per-`Mesh3d` sweep for ~0.4 ms of the alone frame (1947)
- a raid's dozen voices cost the mixer ~1.5 ms of every 60 Hz frame: upstream kira spatializes every frame — normalizes, the attenuation curve and a dB→amplitude `powf` per frame per spatial track, two more `powf`s for the volume tween, ~1.7 M `powf`s a second at 48 kHz × 12 tracks for gains that change imperceptibly across a chunk — so kira 0.12.1 is vendored with one patch: the spatial gains and the volume × fade amplitude are evaluated at the chunk's two ends and interpolated across its ~10.7 ms, the granularity FMOD 3, the reference's own mixer, updates them at; nothing a listener can name changes (1945); and rig poses are evaluated in parallel over rigs — each reads its shared clips and writes only its own pose, and a raid's ~400 live rigs were 0.4 ms of one thread walked serially on the main thread's critical path (1947)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 20:55:12 +07:00
SamandClaude Fable 5.1 ad7edb3198 a 40-man raid costs less per frame, and the money frames go stock
- a 40-man raid cost +5 to +8 ms of CPU per frame — a population, not a hot function — and three cuts landed where it was measured: the rig palette upload sends one `write_buffer` per run, bridging the gaps parked bodies leave between live rigs (calls 93 → 3); a built material becomes an asset when something visible binds it, not when a spawner builds it — 9.9k material assets were alive for 36 drawn batches, so a material is realized only once bound and visible, readers that clone before binding doing it themselves through one new function in the engine's wall (172 → 173): a 17× cut in live GPU objects; and a body's batches spawn as material groups — a geared body stood as 12–27 mesh parts, its skin composite drawn as five separate batches, and two visible batches now join when nothing downstream can tell them apart: parts per body 17 → 12, the Stormwind raid leg 17.0–21.0 → 15.65–15.82 `cpu_ms` (1929, 1940)
- the instruments that priced it, all on the probe line: wgpu's own resource census, because a sampled profile put roughly half of the pass encoder in usage trackers sized to the device's live buffer and texture counts — a term that scales with residency, not with what is drawn, and nothing printed the number; the active camera count, since every view is its own pass set; the UI's live texture-identity runs, one 2D draw each, which is the number a UI change moves, not the quad count; and parts and materials per dressed body on the dress census, the ceiling on merging a body's batches read off a real body instead of guessed from a model's batch table (1940)
- the coin kit retires: every remaining money display — quest progress, the mail purse and postage, the trade recipient, the tooltip, the quest log, the trainer's purse and cost — moves onto the reference's `MoneyFrameTemplate`, each seat already matching ours; the progress panel's required-money flow is ported in full — `QuestFrame.lua:168-190` colours the FRAME red/white AND the LABEL black/dark-grey when the quest costs more than you hold, where ours had neither colour; the mail postage takes the reference's name and label, trade and mail issue no explicit update because the frames repaint on their own events, and the trainer's cost label is shown or hidden with its `local COSTS_LABEL` shadow deleted; with the trainer converted the hand-built coin trios have no consumer, so their templates and the `BenillaMoney_*` helpers are deleted and `MoneyFrame.xml` is the only money kit (1937)
- the crowd-control ladder's aura exemption exists, and it is a join between two `Spell.dbc` records — each arm asks whether the spell being cast is itself an immunity covering the aura that blocks it (Ice Block cast while stunned), the school arm shifting because `School` is an index and `EffectMiscValue` a mask; what the scan mostly decides is WHICH message a refusal carries — a blocking aura the cast does not counter renames the reason to "Can't do that while %s" (1941); bevy_audio leaves the build — its plugin had been disabled since 0530, but disabling a plugin does not remove a crate, and rodio, a second cpal and an Ogg/Vorbis decoder were still linked into a client that mixes through kira (1932); and cpal has four stream errors, not two — a routine ALSA underrun was treated as "the device is gone", tearing the stream down on every hiccup; now only a lost or invalidated device rebuilds (1939)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 20:53:37 +07:00
SamandClaude Fable 5.1 0d96d30285 a bot walks on the ground, and a stunned cast never leaves the client
- a bot floating a body-height above the ground in mid-stride (B357): cmangos's Playerbots moves its bots as Player objects under `SMSG_MONSTER_MOVE`, and our ground clamp skipped anything that was not a Unit, so a splined Player kept the wire Z verbatim — and a spline is a straight chord, which over a hollow leaves the body in the air; kind is not a question the reference asks (`0x616620` runs every registered mover once per frame, reading only its own flag word), so one rule grounds every Unit plus a Player from the moment a server spline first moves it, never the body we steer; and a re-sent identical wire pose no longer leaves a unit floating (1921); the body we STEER is a mover too — the reference hands a ride's spline displacement to the same vertical-zeroing step as walking, so the spline owns XY and facing and the ground owns Z, closing a +0.47 yd gap at mid-chord on an Elwynn slope, endpoint included (1927)
- the client refuses a stunned, silenced or pacified cast itself, in the requirement validator `0x6094f0` whose mounted and moving legs we already model, before any packet — and the three arms are not symmetric: STUNNED refuses everything, SILENCED and PACIFIED run only where `Spell.dbc PreventionType` declares them, so a silence stops casts and leaves melee abilities alone and a pacify does the reverse; the leg sits above the mounted block and below the equipped-item requirement, so stunned and missing the weapon you are told about the weapon; `PreventionType` is column 165, Auto Shot alone telling it from its look-alike neighbour; the preflight banner splits movement blockers from ability blockers, since a disarm or a pacify touches no movement gate; and the refusal sink is an explicit parameter rather than a ladder field, because a resource reachable twice from one system panics on the first live frame (1903)
- a disarm greys what needs the hidden hand: the spell equipped-item test is `0x5f0c50`, walking all 23 equipment slots, rejecting a deprecated or genuinely broken item, and taking its slot mask from `AttributesEx3` (main-hand-only, off-hand-only, else every slot) — DISARMED strips the hidden hand's bit out of that mask, so a main-hand-only ability whose one allowed hand is the one the disarm took has an empty mask and dies, Heroic Strike greyed with its tooltip line red; using a worn weapon while disarmed answers `ERR_CANT_USE_DISARMED`, the client's own refusal at rung 15 of the item-use ladder's 20, above the bind-confirm arm and never a bag click (1903); and two stale claims go — `UNIT_FLAG_STUNNED` no longer says the idle selectors bail on it (0889 had refuted that at the bytes), and the charter's `ShowPetition` arm is rung #9 of that same ladder, read rather than reasoned
- `UpdateSpells()` is twelve bytes and all of them are the event: it ends in a jump into the event signal with 0x104 = `SPELLS_CHANGED` in hand, whose repaint is FrameXML's alone, so a no-op would not have been faithful and our own repainting stand-in was wrong in both directions at once; it fires synchronously as the reference's does, at the cost of a fire-path refactor rather than a next-tick queue; `PlayerHasSpells()` is a hard-coded 1, no branch, no store read, pinned to answer 1 on an empty spellbook, where a plausible implementation diverges silently (1924); and three integration harnesses loaded every document against an empty base, so a self-sourcing chain file loaded as an empty shell with every handler missing — none of their lists could fail, so the fix lands with a guard watched failing first, `FadingFrame.xml`, one relative script reference and nothing else (1923)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 20:51:44 +07:00
SamandClaude Fable 5.1 b7910ddf11 the help window is the reference's own, and a ding carries nine gains
- the help window is the reference's own `HelpFrame.xml`, and ours was less than half its size, so this is mostly arrival: the category list, the per-category GM and harassment pages, the stuck page, the bug report, the PvP policy line; four things we had built go with the swap — one-click filing from Home, the Home unstick button, the downed-queue refusal message, and ticket abandonment, a capability loss rather than a look change, since `AbandonTicket` exists in neither the binding table nor the 1.12 FrameXML corpus and any return of it goes on top of the stock window; `GMSURVEY_DISPLAY` arrives with no producer, a real 1.12 event (`SignalEvent` `0x5e797b`) whose whole UI is a LoadOnDemand addon not on our chain; and the stock file needs two orderings ours did not, the micro-button row before its GM status ask and the buff frame before its repoll timer (1889, superseding 1687)
- the cast bar, the action-button regions and the font registry are the reference's own files too: our `CastingBar.xml` was `CastingBarFrame.xml` under another name, with the literal "Failed" where the reference reads the `FAILED` GlobalString (1886); `ActionButtonTemplate.xml` seats above our `ActionBar.xml` because the later-registered template wins, and it declares zero scripts, so the regions migrate while the handlers stay ours until `ActionButton.lua`'s verbs do (1887); `Fonts.xml` is manifest entry 0, all 51 fonts match by name, and its one real difference, `ITEM_QUALITY_COLORS`, moves to UIParent where the reference declares it (1888); the harnesses were the real cost — those reading our files off disk could not name a chain file and now read through the manifest's own rule — and the event-producer gate, having cried wolf at the cast bar's `SPELLCAST_INTERRUPTED` fired through a variable, now matches the fired tuple's shape
- of the 189 events benilla fires, three are not in the client — `BAG_UPDATE_DELAYED` (a Classic Era name), `LOOT_UPDATE` and `UPDATE_LOOT_ROLL` (invented here, no listener anywhere) — found against the reference binary's own string table, and a gate now fails any fire of a name the client cannot dispatch unless it wears a `BENILLA_` prefix (1883); two payloads the reference gives that we did not: `UNIT_HAPPINESS` carries its unit token, without which no `UNIT_*` consumer reads it, and `CHARACTER_POINTS_CHANGED` carries the point deltas `ChatFrame.lua` compares unguarded, so nil raised (1884); and `PLAYER_LEVEL_UP` carries all nine — level, health and mana gain, talent points (not on the wire: the client derives `(newLevel >= 10) ? 1 : 0` at `0x5e407c`) and the five stat gains — matched to the ding by level, a demotion's absent gains sent as zeros since a nil raises where a zero reads as no line
- the chain gap report could not run — one of its six probes had no player seated where a stock addon formats `UnitName("player")` at load, the other five each carrying an identical copy-pasted seed — and the repaired instrument prices each window's cost: 13 stock files load clean with nothing missing (the action bars, the cast bar, the fonts, the help, friends, game-menu and sound-options windows among them) and the near ones name their missing verb, with "loads clean" still not "swapped" (1885); and `UpdateNameplates`, recorded as the missing engine verb blocking the UIParent keystone, is FrameXML — defined in `UIOptionsFrame.lua`, absent from the binding table, its whole body four nameplate verbs that are already ours — so it is twelve lines transcribed into our options frame, the reference's own Show-then-Hide no-op included (1890 corrects 1878)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 20:50:36 +07:00
SamandClaude Fable 5.1 4ad347cec0 the raid and reputation panes go stock, and a faction header folds
- the raid and reputation panes are the reference's own files: two manifest lines replace our `RaidFrame.xml` (83 of 84 frame names were already the reference's; the tear-off pullouts arrive) and one replaces our `ReputationFrame.xml`; the raid swap surfaced a loader defect (a font object inherited one level down was the 26 unexplained warnings), rehomed `RaidFrame_LoadUI` and two popup dialogs, and reproduces one reference DEFECT: an emptied lockout list keeps its last row painted (1874); the reputation swap moved the WATCH BAR out of `ActionBar.xml`, where it would have shadowed the chain's own, and exposed an ENGINE gap: `CollapseFactionHeader`/`ExpandFactionHeader` fire `UPDATE_FACTION` (`0x4d5dab`) and ours fired nothing, so with the stock pane repainting on that event alone, a fold painted nothing and the header kept its minus — invisible while our own file repainted itself (1875)
- a wanted poster is a questgiver on the wire as a creature is, and benilla never asked about one; the RE round came back in two halves: the reference DOES send `CMSG_QUESTGIVER_STATUS_QUERY` for a GameObject, gated on `GAMEOBJECT_FLAGS` bit 2, seen in 20 of 62 sniffed sessions — and it can never render the answer (the status handler's typemask excludes a GameObject, its status slot lies past the object's end, and no poster, sign or plaque carries attachment 18); vmangos DOES answer, so the sweep gains a GameObject arm on the reference's own gate and the apply side refuses a non-unit guid, without which a gold `!` would hang over a poster no 1.12 client draws; two shipped claims fall with it (`0x5eb3c0` is the FULL re-query sweep; a status never suppresses a GameObject's minimap dot), and `WOW_PROBE_GOQUEST` at the Goldshire wanted poster reads the server's 1 then 5, both refused (1872)
- the money entry comes off the chain: Trade, Mail and Auction switch to the reference's `MoneyInputFrameTemplate` and its verbs, and our `BenillaMoneyInput_*` kit retires — it was the exact answer while benilla fired `OnTextChanged` synchronously inside `SetText`, and the engine now raises it deferred and coalesced, matching `0x77d3e0` (1831), so the reference's `expectChanges` guard works and our bracket flag was a duplicate; most of the 430 deleted lines are verbatim art — all three windows carried an inline copy of the template's three edit boxes, AuctionFrame a whole second copy; one visible change: TradeFrame now makes the reference's own `MoneyInputFrame_SetMode(this, "compact")` call, which tightens the trade money boxes (Gold 58→56 wide, Silver's offset 26→22, Copper's 16→11), and two stale claims in the kit's comments are corrected, and a verb nothing called goes (1882)
- the `UIFrameFlash` family is transcribed — six FrameXML names from `UIParent.lua`, which we do not load — unblocking SpellBookFrame and HelpFrame, which called it into silence; re-arming a flashing frame is a RETURN and `-1` flashes forever (1879); UIParent is recounted — `UpdateNameplates` and the `*_Show`/`*_Hide` family around it are FrameXML, not engine, missed by a survey that skipped the LoadOnDemand addons — so its engine surface is four verbs, not a wall: `GetLocale` answers `enUS`, `IsMacClient` answers nil (the whole verb on the PC build), and `CheckReadyCheckTime` and `RequestBattlefieldPositions` are the two it waits on (1880); and `BasicControls.xml` comes off the chain by pure deletion — ours differed by nothing but line-wrapping and one comment — with `FailedAddOnLoad` and `UIParentLoadAddOn` moving to `UIParent.xml`, their reference home, below their four callers (1881)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 20:50:12 +07:00
SamandClaude Fable 5.1 a7a491434b the audio crackle is gone, and a trainer answers a click as a trainer
- the audio crackle was our own stall sampler: `/usr/bin/sample` suspends every thread of the task for each of its snapshots, CoreAudio's realtime IO thread included, and coreaudiod times the client out — every HAL overload of the session sat inside a sample of our own process (three for three by timestamp), and the watchdog fires on exactly the stalls the crackle lands on (a desktop switch's `nextDrawable` block, a world entry's compile burst); in-frame sampling now waits for a run nobody can hear; and the output stream is ours — kira's renderer runs 256-frame chunks on a realtime render thread (time-constraint policy, joined to the device's IO workgroup) into a lock-free ring, the IOProc copies one device buffer and touches nothing else (≤ 0.01 ms), the device buffer goes 2048 → 512, a lost or changed default device rebuilds the stream (cpal's no-op error callback on macOS had paused it forever), a debug allocator aborts on any allocation inside either realtime path, and per-cycle meters name a skipped cycle's layer; `SoundBufferSize` is registered at the reference's own FMOD dial, and `audiowatch.py` puts the OS side — thread bands, coreaudiod's overload verdicts — on the same timeline
- right-clicking a trainer, questgiver, innkeeper, spirit healer, petitioner, tabard designer or battlemaster sent `CMSG_GOSSIP_HELLO` — eight of the reference's fourteen service arms collapsing into one packet, because the dispatch keyed on the CURSOR kind and Speak covers eight bits; the reference runs two structurally identical ladders over `UNIT_NPC_FLAGS` (one for the cursor at `0x482336`, one for the send at `0x5f0289`), so the ladder is transcribed, first match wins low to high: questgiver → `CMSG_QUESTGIVER_HELLO`, trainer → `CMSG_TRAINER_LIST`, petitioner → `CMSG_PETITION_SHOWLIST`, and the spirit healer and innkeeper send NOTHING on the click — they cache the guid and raise the confirm, whose Lua accept sends with a zero guid — both ghost-gated at entry, so a living player clicking a menuless spirit healer now gets exactly what the reference gives: nothing; the stable-master conjunct and the banker/auctioneer fork fall out of the bit order for free
- the -1 blood id is unfilled, not none, and the tests now name the creatures: -1 splits families that share a directory (QuillBoar beside QuillBoarWarrior, GnollMelee beside GnollCaster) and splits single creatures shipped under two rows (a Baby Murloc is both), so a "bloodless" reading would put non-bleeding quilboar beside bleeding quilboar warriors in one Razorfen room; `violenceLevel` 2 IS the reference's default — formatted out of a per-region cap table at `0x86c3f8`, and the one capped locale is koKR, whose green-blood row the table predicts from bytes alone; a spurt whose victim authors no attachment point is dropped, not relocated, and no creature-keyed suppression exists anywhere on the spurt path (ten stop conditions, none keyed on the creature)
- twenty dead copies of ours (`PanelTemplates_*`, `TabButtonTemplate`, `FauxScrollFrame_*`, `ScrollFrame_OnLoad`, `ScrollingEdit_*`) that a later chain entry had been shadowing are deleted under a gate that fails any such shadow, and deleting them turned 141 tests red on four bugs live since the kit swap: lists populated before showing (the reference gates every scroll-bar write on `IsVisible()`, so both arrows were dead on every faux list), every faux window wired to a `frame.updateFunc` the reference does not have (the bar moved, the list did not follow), a trainer pitch declared `local` where an `<OnVerticalScroll>` chunk cannot see it, and the armed-wheel guard bypassed by the template's own `<OnMouseWheel>`; nine faux windows (Skill, Craft, TradeSkill, Auction, QuestLog, Friends, ScriptLog) are still on `updateFunc` and their lists do not scroll until each is rewired

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:09:38 +07:00
SamandClaude Fable 5.1 86b155d6e7 bindings answer the reference's shapes, and the panel kit goes stock
- four return shapes were wrong — `UnitPowerType` returns ONE value in 5875 (the Era `(type, "RAGE")` pair does not exist, and its miss arm pushes the NUMBER 0, which `UnitFrame.lua:122` indexes `ManaBarColor` with), `UnitName` returns `(name, server)`, `GetTexCoord` returns EIGHT (ours four — a shape that exists nowhere, with zero call sites in FrameXML, so only the binary could have caught it), `GetLootMethod` answers `freeforall` ungrouped — the fifth right-name-wrong-arity finding in two days, so wow-re's `binding-shapes.tsv` (1722 rows over all 82 registrar tables) is vendored and a gate probes every binding's arity against it: 313 probes, eight divergences (seven global, one widget); `GetBuildInfo` pushed a fourth value no 1.12 client does (458 corpus sites take one, the four that destructure a fourth read nil on the real client), `GetAddOnInfo` RAISES on a numeric index, `Model:GetFogColor` is a packed `0xAARRGGBB` dword with no unset state, and the five miss branches are the reference's exact tuples
- the panel-template kit is the reference's own `UIPanelTemplates` pair (our 18 templates were a strict subset — `TabButtonTemplate` and the `ScrollingEdit_*` family arrive, which unblocks the macro window and HelpFrame), and the swap found two structural facts: `FauxScrollFrameTemplate` is a `<ScrollFrame>` while every instance we declared was a `<Frame>` (fifteen elements across twelve files), and an instance `<OnLoad>` REPLACES the template's — four FriendsFrame lists set `updateFunc` in their own OnLoad, so `ScrollFrame_OnLoad` never ran and guild/friends/ignore/who had been silently painting nothing behind a `frame.offset or 0`
- the options widget kit (`OptionFrameBoxTemplate`, `OptionsButtonTemplate`, `OptionsCheckButtonTemplate`, `OptionsSliderTemplate`) comes off the chain too, giving back the reference's own per-widget hover; one template of ours stays because `UIOptionsFrame.xml` is not built here, and the lesson is general — when a file SHRINKS rather than dies, every harness that named it gains the chain entry beside it, not instead of it

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:06:36 +07:00
SamandClaude Fable 5.1 eb554c0957 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 276d0896ad the screen warps underwater, and the ocean darkens with depth
- the screen warps underwater: submerged, the reference runs a second pass list whose third pass is `FFXGlowWave` (`0x6cb1f0`), binding a 128×128 two-channel sine bump map that displaces both the screen and the blur texcoords by 3.0 full-res pixels — uv rotated 10°, scaled W/128 × 0.88·H/128, two phases at 3174 and 2805 ms; wow-re had carried the swap as "GlowWave, or a duplicate Glow" and the cross-check settled it (the two arms are mutually exclusive and the plain-Glow arm is unreachable on both backends; lava and slime warp too, and a ghost's death pass replaces the glow outright); a dry frame binds the same pipeline object as before this existed, and the phases advance live at 0.313/s and 0.355/s against a predicted 0.315 and 0.357
- ocean is a fifth submersion state — 96.8% of every wet sub-tile in the shipped corpus, so essentially all open water — and it alone runs a depth ramp on the light: `t = clamp(eye.z, −30, 0)`, ambient at `(k+1)/2`, diffuse at `k/4 + 3/4`, exactly k = 0 at −30 yd, gated on the full dword `== 1` at `0x6d2821` (the ramp does NOT drive the fog colour — that store is dead, overwritten before submit); the sun and moon glare fade over a 10-yard depth ramp applied to the slew TARGET, not the drawn alpha — a read one indirection out that two notes had published a verified negative on; the MCLQ fishable bit (0x40) is deliberately unread, since `0x69b5d0` has zero callers in the image and fishability is the server's verdict
- the dropdown kit is the reference's own `UIDropDownMenu.xml` (one manifest line for 1150 lines of ours, `DropDownList3` gained, and two fixtures that only worked because our copy was more forgiving); `UnitFactionGroup` returns the English name AND the localized one — ours returned the localized string twice, and the first return names a TEXTURE in every stock consumer (`UI-PVP-`..factionGroup), so on a non-English client every one of them named a file that does not exist

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:05:57 +07:00
SamandClaude Fable 5.1 b8e0025bc9 the flight map goes stock, and vendors refuse in 1.12's own words
- the pet stable and the flight map are the reference's own files: `TaxiRouteFrame` maps to a plain Frame (factory `0x495ba0` allocates the base size, the ctor adds no field, no new virtual, no method table — and `GetObjectType` is not overridden, so its own kind would have been the divergence), and the swap found three silent behaviours — the close button did nothing (an unknown `inherits=` is a WARNING, so it loaded as a bare button), the "no paths" line drew empty, and the title is READ off `UnitName("npc")`, not received; the WMO skybox rides the interior crossfade — one weight (`[0xce9bdc]`, the same number the MFOG lerp rides), a 4 s alpha fade, so a skybox the flood publishes through a doorway draws at weight 0 instead of popping in whole
- a widget predicate answers the NUMBER 1 or nil, never a boolean: eleven of them (`IsShown`, `IsVisible`, `IsMovable`, `GetChecked`…) move to the 1.12 shape — the reference proves it in its own source (`tostring(this:GetChecked())` saved and read back `== "1"`; `tostring(true)` would never match and buff timers would never appear), 21 corpus sites compare directly (`IsVisible() == nil`, `GetChecked() == 1`), and one of our own tests had the guild rank editor sending `true` where a real client sends 1
- the vendor's refusals are the reference's table: `SMSG_BUY_FAILED`/`SMSG_SELL_ITEM` route through `0x5dcd60`/`0x5dd1f0`'s switches, six lines were wrong (code 3 printed "That vendor can't be found." — vmangos's identifier — where 1.12 prints "That merchant doesn't like you."), silence is now expressible, and keying them gives the vendor a voice (`ERR_NOT_ENOUGH_MONEY` carries error-speech line 0x28); the bank's three ids were right and its "purchase failed (n)" an invention; the logout refusal is one key, `ERR_LOGOUT_FAILED`, for every non-zero reason; the two mail codes we said had no string have one (`ERR_PLAYER_WRONG_FACTION`, `ERR_RESTRICTED_ACCOUNT`) and a sent mail says `ERR_MAIL_SENT` in yellow; a test runs the chain's own `GlobalStrings.lua` and requires non-empty text for all 193 `ERR_*` the workspace names
- a clicked quest timer no longer raises — stock `QuestTimerFrame.lua` calls `QuestLog_SetSelection`/`QuestLog_Update`, which existed nowhere in this tree; our quest log owns the reference's two names now, which also shrinks the delta when that window itself migrates

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:05:15 +07:00
SamandClaude Fable 5.1 e0080082cf your character speaks its refusals, and clicks land on the right frame
- your character speaks its refusals: `VocalUISounds.dbc` gets an adapter, `sound::vocal` transcribes `0x4580f0`'s per-race table and `0x458250`'s play cycle — four plays of one line arm the annoyed variations, and the bus cap of one keeps the annoyed and ordinary lines from playing at once; a displayed message now carries its catalog RECORD, so its sound comes off the same row (tag 0x44 plays the named cue, anything else speaks the line), and 36 of the keys benilla raises have a voice — cast failures, inventory refusals, the quest/auction/petition lines, taxi, bank, stable, mail, the talent wipe; `EnableErrorSpeech` joins the CVars at the registrar's own default and the Audio page grows 1.12's fourth Sound checkbox with the dependency ours was missing (the master greys Ambience AND Error Speech, not Music); seven of the twelve taxi refusals turn out to be the YELLOW info line, not the red one they all took
- at equal (strata, level) the hit sweep takes the EARLIER-linked frame: `0x764aa0` inserts with a strict `ja`, so equal keys are appended, and `0x7660d0` sweeps each bucket from index 0 upward — the reverse of the reverse-draw-order walk we had, so draw order is unchanged and only the hit sweep reorders within a plane; the wheel becomes its own index, and the five full-area wheel-catcher Buttons (Craft, QuestLog, Skill, TradeSkill, Trainer) are deleted, since under the true tie law each would have swallowed its whole window's clicks — a bug the Skill window's own comment had already recorded once
- one rasterizer settle for the whole ground-decal family, and it is the measured one: the shipped client constructs `CGxDeviceD3d`, so the OpenGL arm holding the −4.0 slope factor is never executed (factor 0 on 2485 of 2485 captured `glPolygonOffset` calls), and every number derived from it was 256× too small; the reference groups the blob shadow with the selection RING and the footprints on their own at 10×, the reverse of ours — but ours is reversed-Z float where the bake residual is millimetre-scale and constant with distance, so `DECAL_RASTER` collapses to one value (32768: the ring and the reticle had been under their own conflict at 8192 and simply never walked on a slope)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:03:50 +07:00
SamandClaude Fable 5.1 302e9a37c1 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 91e079fbab the vendor and gossip windows are the reference's own
- the vendor window is the reference's own `MerchantFrame.xml`, which took three things in order: the vendor cursor, the coin kit's move, and `GameTooltip:SetMerchantCompareItem` — where `offset` is the ordinal among CANDIDATE slots (empty ones skipped without decrementing) and a candidate matches by item CLASS and never by entry (two of four RE workers read it as an entry match, which would have fired the compare tooltip only when you already wear the identical item, i.e. never, with the window looking finished); two visible changes ride with the reference's rows — the coin columns take `SmallMoneyFrameTemplate`'s own geometry, and only the ICON takes the mouse, so hovering a row's name shows nothing, which is the client's behaviour
- the gossip window is the reference's own, and its deferral was wrong: the "2px rows" were a harness gap (a bare test VM with no text measurer, while the app always installs one), not an engine one; four things the reference does that ours did not are pinned — a hidden SPACER row between the quest groups, coded options are NOT greyed (a coded row is clickable, and the send path's missing code is named as its own gap), the row label is the Button's own text, and the scroll child is not grown
- the CAMP/QUIT dialogs and the PARTY_INVITE dialog move to `StaticPopup`'s home — the fourth such rehome of a dialog that had lived in whichever window first needed it — and moving them found a real bug: `button1 = CANCEL` captured a nil at load because `CANCEL` was declared below the insertion point, so the popup engine fell back and put "Yes" on the camp dialog's cancel button
- three instruments: the gap report stops counting commented-out calls (`ShowInventorySellCursor` blocked the character sheet on three commented lines — a whole RE round spent on an over-report), it runs the load itself and answers in ONE table (29 "free" became 24 actually unblocked), and a shadow report predicts which swaps will fail by intersecting the names our files define with the names the chain files in our own manifest define — 38 collisions across 5 files, ours winning every one

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:01:00 +07:00
SamandClaude Fable 5.1 9f6a550b66 shadows go under the water, and the ping meter measures the server
- your shadow no longer reads through the Stranglethorn river or the Stormwind mage-tower portal (in the reporter's own shot the crocolisk casting it was invisible under the surface and its shadow was not): the reference draws the blob shadow in PHASE 1 among the opaque drains (`0x6812c5`), before the footprints, the M2 opaque pass, the water surfaces and both M2 transparent passes — ours rode a +4096 sort rung above the whole world band (item 81 of the sorted transparent phase, now item 4); the footprints and the ground-target reticle move with it into a pre-water decal band at their own byte-known slots, and the print/shadow order was inverted too — the reference draws a print one slot AFTER the shadow
- the ping meter was measuring a client frame, not the server: the RTT was computed in the ECS drain, one frame or more after the pong had landed, so it read high exactly when the client was slow — the world-enter hitches inflated the first sample by hundreds of ms and the 30 s averaging ring carried it for minutes, a meter that opens at ~600 ms and sinks toward the truth over two or three minutes, as reported; the read thread measures where the packet lands now, the way `OnData 0x537b10` hands `SMSG_PONG` to `HandlePong 0x537d60` inline, the ring is 15 usable slots not 16, the average is the reference's unsigned truncating divide, and the keepalive is per-connection from the last SEND, so the first ping is a full 30 s after world enter instead of anywhere inside the load storm; localhost reads 0–3 ms where it read 58
- an extra bar's empty slot no longer loses its hotkey label (E/R/C showing in one screenshot and not the next): one line left behind by the slice that shipped the multibars with no bindings cleared the corner outright, which became a wipe of a live label the day those wells got real `MULTIACTIONBAR` bindings — painted by `UPDATE_BINDINGS`, wiped by the next repaint; the empty arm repaints the corner now, as the reference's `ActionButton_Update` never touches the text there, pinned by a test that drives the reporter's shape through the real shipped `ActionBar.xml`
- an unattended probe run opened focused and borderless over the director's work — `WOW_UNATTENDED` joins the background-window prefixes — and the world-API wall was measuring a prefix of every file: a `#[cfg(test)]` guard switched the scan off from the first test module to the end of the file, so the ceiling moves 166 → 172 as a measurement correction, not six crossings

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 16:59:20 +07:00
SamandClaude Fable 5.1 e7aa04f41c the buff bar goes stock, and gossip quests show their level
- the buff bar is the reference's own `BuffFrame.xml`, and the swap found an engine defect: an empty `<OnLoad>` in 1.12's XML is a BLANK that takes an inherited handler away again (seven such sites across four stock files), which our loader read as "none given" — so the two enchant slots would have painted the player's first buff in the corner and cancelled it on right-click; the first fix then had to be corrected at the bytes (`SetScript 0x7025c0` tests only NULL and empty, and nothing trims, so `<OnLoad>↵</OnLoad>` compiles to a valid empty function rather than storing nil, which any addon calling `GetScript` can observe); `SHOW_BUFF_DURATIONS` is applied once post-load because 1.12 leaves that to `UIOptionsFrame.lua`, which benilla does not build — without it the bar ships a 10px pitch error on every buff
- gossip quests come through the reference's four verbs — `GetGossipAvailableQuests`/`GetGossipActiveQuests` returning (title, level) PAIRS, with the two `Select*` verbs indexing into that list — replacing three invented names that sat on the beyond-1.12 exception list; the quest LEVEL was on the wire, parsed and dropped because the invented verb had nowhere to put it, and the reference's order (available before active, whatever the packet interleaved) comes with them
- eight more files off the chain as groundwork: `LocaleProperties.lua` (the gendered/plural `GetText` selector that eleven stock call sites read their words through — fifty lines of FrameXML that looked like an engine binding), `CinematicFrame.xml`, the UIMenu kit, the `UnitFrame.lua`/`CombatFeedback.lua` kits (the only two names blocking the stock player, party, target and pet frames), the money-input kit, and `ItemButtonTemplate.xml` — the base every bag, bank, merchant, loot, trade and mail slot inherits; `GetMerchantItemMaxStack` (on the wire the whole time, dropped) and the two trade item-link verbs join the engine
- two instruments for the migration: a gap report that reads a stock window's call sites against a LOADED VM and says which engine verbs it still needs (28 windows need none, the rest name 1–5), and the readiness probe's documented false positive — loading a stock window on top of our same-named one leaves `getglobal(name)` pointing at ours while the stock handlers run against theirs, so a failure inside a colliding name is a question, not an answer

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 16:58:47 +07:00
SamandClaude Fable 5.1 c3dd67e3f1 seven more windows are the reference's own files
- seven more windows run off the player's own patch chain: the durability shield (`DurabilityFrame.xml`, with a Rust-side repair for the reference's own stale side-glyph inset the director caught on screen), `Localization.xml` + `GameTime.xml` (so `LocalizeFrames` finally runs from `VARIABLES_LOADED`, and the clock's 24-hour flag comes from where 1.12 sets it), the chat-link tooltip (`ItemRef.xml` — draggable now, and its shift-click arm fills the friend/ignore/who boxes as the reference's does), the mirror timers (`MirrorTimer.xml`, which exposed that our `STATICPOPUP_NUMDIALOGS` was 2 against the reference's 4, so a third breath/fatigue/feign bar could never be claimed), the zone splash with the fading kit, the item-text reader and the combo-point dots — each under the reference's published frame names, which is what an addon reaches for
- `AddMessage` swallows a text it cannot use, silently, as the reference does: `0x795590` is a `lua_isstring` gate whose failure edge jumps straight to the epilogue — no line, no error, no record — and stock FrameXML takes that path: a full keyring calls `AddMessage(NO_EMPTY_KEYRING_SLOTS, …)` and no such GlobalString exists in 1.12, so it is a dead click on a real client where benilla put a script-error dialog on it; byte-verified by a four-worker cross-check in wow-re, and NOT generalised — a bad r/g/b/a still adds the line opaque white, only a bad text shows nothing

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 16:58:13 +07:00
SamandClaude Fable 5 6af81087f6 trades answer the reference's way, and the message catalog is a table
- an incoming trade request is answered by the reference's eight-leg ladder, not by reflex — before, `CMSG_BEGIN_TRADE` went back the same frame it decoded, so any player in range could put a window on your screen mid-cinematic, mid-loading, while mind-controlled, at an auctioneer, or from your own ignore list; three legs answer with something other than "busy" (the ignore list sends `CMSG_IGNORE_TRADE`, two legs send no packet at all), Block Trades ships as the CVar and options row it is in 1.12 with its refusal on the chat line the catalog says, and the consent popup that was built came back out — 1.12 signals the trade dialog from nowhere, so asking first would be a divergence every player and addon feels, and the reference's answer to an unwanted trade is already in the ladder
- the client's message catalog ships as a generated table instead of being read by eye: every refusal, notice and confirmation goes through one dispatcher taking only a message id into a 465-record registry, benilla names 163 of the keys, and the surface does not follow the key names — the byte-exact sweep settles 170 chat / 28 yellow / 267 red, none on the console arm, with the skill-up trio speaking CHAT_MSG_SKILL rather than system; a message's surface now comes from its record, not its call site, which found `ERR_SPELL_FAILED_NOTUNSHEATHED` painted red where the client paints it yellow (seventeen of our eighteen cast-fail overrides are red; that one is not, and nothing downstream could have known which id the dispatch chose) — and a new test walks the workspace's own source asserting every `ERR_` literal is a real catalog row, because an unresolvable key shows NOTHING and nobody files a bug about a toast they never saw
- starting an attack stands you up — the stand sits after the reference's attackability cluster and before any range logic, so an attackable target out of reach stands you, a friendly NPC does not, and re-issuing an attack you are already making stands you too; the rest of the intended build is proven unnecessary rather than deferred: bare ground cannot stand you on any client (its two requirements are mutually exclusive in both CVar configurations), gossip is proven not to stand, and the loot leg is unproven and left alone
- a kick returns you to the login screen again instead of the client reconnecting indefinitely and taking the account back off whoever kicked it: "nobody is here" is DECLARED now, never inferred — the login environment variables answer "log in without waiting for someone to type", which cannot answer "is anybody here?", so a run acts unattended only on `$WOW_UNATTENDED` (implied by a capture or rig run), with the doubt deliberately falling toward a loud probe timeout over a silent account fight; and the player-tests gate finally resolves the install that sourcing FrameXML off the chain has required, instead of failing red for its own reasons on any shell without `$WOW_DATA` exported

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:20:07 +07:00
SamandClaude Fable 5 b8758d0b21 the server's broadcasts land, and a ghost walks through closed doors
- the four world broadcasts decode and land — a shutdown countdown, the civilian-kill alarm, a defense-tower capture and the whisper-cap refusal all reached benilla as unhandled opcodes; `SMSG_SERVER_MESSAGE` carries a row id and a fill, never a finished line, so `ServerMessages.dbc` ships (the five sentences a shutdown has, plus the client's own `[%d]: %s` row-missing fallback, which is mechanism, not an error path); the two defense broadcasts are CHANNEL lines, not system lines — delivered once per joined channel whose row carries DEFENSE, the LocalDefense copy zone-matched against the PARENT area while the text names the packet's own — so a character in neither channel sees nothing, faithfully, and since nothing auto-joins WorldDefense in 1.12 an Eastern Plaguelands tower capture reaches only players standing there unless they typed /join; the wow-re cross-check then made the length prefix load-bearing — the client borrows a pointer into the receive buffer and composes NULL on an overrun, so an overrunning length is a refusal here too: the packet drops with a log line, nothing displayed
- `BankButtonIDToInvSlotID` is carved: `isBag` is a TYPE test, not truthiness — `lua_isnumber` refuses every non-number tag without ever loading the payload, so `true` takes the same arm as `nil` while `0` and `"1"` take the bag arm — the function is TOTAL (our out-of-range 0 was an invention; the only compares in all 118 bytes are on `lua_isnumber`'s return), and the +59/+39 arithmetic stands confirmed, byte-identical to `ContainerIDToInventoryID`'s second arm
- a deliberate right-drag turn no longer stands you while seated — the observation was right and our attribution was wrong: the body-facing commit is refused by two independent gates and the stand arm is skipped outright while the button is held; what stands you is the RELEASE, a press under 200 ms with under 2.25 degrees of yaw dispatched as a right-CLICK whose interact reaches `SetStandState(0)` — this lands the deletion half, with the click's own stand held for one more wow-re answer
- a ghost walks through closed doors — the whole mechanism is one instruction image-wide, reading bit 15 through the sign flag to answer "not a collision candidate" for a DOOR when the traced body is a player in ghost form; the bit is a property of whose trace it is, not of the door, so the exclusion rides the two mover-only casts and the set is empty on every living frame — the particle snap, the precipitation probe, the mouse pick and the creature conform keep the door's collider untouched, exactly as the binary leaves them

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:19:32 +07:00
SamandClaude Fable 5 25c865c00a the ghost world gets its own sky, and a corpse cannot steer
- a dead player's sky is DeathClouds now — `lightSkyboxID` was named in the schema and read by nobody and `LightSkybox.dbc` was never loaded at all, so a ghost kept the ordinary gradient dome; the shipped data has exactly 5 of 426 LightParams rows carrying a skybox id, every one of them DeathClouds.mdx, reached from the death profile (slot 4) of all 374 Light rows and gated on the ghost bit, with a hardcoded weight of 1.0 that skips the WMO skybox outright; it resolves off the same (map, camera position) seed the atmosphere uses, so the ghost sky and the death-profile fog it hangs over switch on the same frame — and the lane sheds its `wmo_sky` name for `skybox`, no longer being WMO-only
- a corpse cannot steer: the reference's two movement-input predicates share a precondition benilla never modelled — `UNIT_FIELD_HEALTH > 0` — so at zero health the keyboard turn and the right-drag close together, exactly as they do inside an Ice Block, while the ghost (health 1) keeps moving; the wow-re §5 round then corrected three byte trails (the mouse turn has its own eight-conjunct predicate, the supposed on-taxi test is the Knockdown animation lockout — set on exactly one of 208 AnimationData rows — and the "charm bit" is the far-sight latch) and added three verified health gates we lacked: the jump IS health-gated, sit and stand are refused while the body reads dead (a feigner too), and a follow tears down only when BOTH predicates drop — we had that wrong in both directions
- the walk-gait cross-check folds back confirming `min(walk, run)` and the speed-only animation channel (by a 2,304-function closure census), and finds the trap we lacked: every incoming spline re-authors the gait, and the spline's RUNMODE flag is an INVERSE — a spline marked as a run clears walk mode, one not so marked SETS it — so a charge, taxi, knockback or flee hand-off leaves the body in whatever gait its path was authored with, applied once on the spline's start edge; the post-worldport zero-walk fallback is retracted on a re-run (the ctor's zero is a transient thirty instructions wide, never observable), leaving the plain minimum the bytes compute — the better failure mode too, since a fallback makes a walker silently RUN if a walk speed ever goes missing, where the transcription makes them visibly stop

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:18:16 +07:00
SamandClaude Fable 5 8ae42cc7ab 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 a0d2fc383b the world map blips are the reference's, and particles go untinted
- the world map speaks the reference's names: WorldMapTooltip is declared (six corpus addons index it; pfUI dies on it at file scope), the blackout frame takes the reference's spelling BlackoutWorld, and the four hand-written party blips become the reference's own unit-blip templates — all 44 blips as instances, each with its published $parentIcon, the name pfUI recolours group blips by class through; the 40 raid ones are declared but not positioned yet, named in the OUT list rather than faked
- the templates addons build their own buttons from are published: ItemButtonTemplate, ContainerFrameItemButtonTemplate and the bag-slot chain — most of the handler scripts were live the whole time (this client executes the reference's own container and paper-doll code off the player's patch chain), so what was missing was mostly declarations, not behaviour — the bank arm stays out and is named as the omission it is; OptionsFrameSliders becomes real, with the three Graphics rows reading it and re-reading on show, so an addon's write to a slider's bounds actually moves the slider; and the template census that had ranked these at "zero demand" learns to see a local bound to a literal — its table went from 3 rows to 7
- the bindings answer in 1.12's own shapes: Button:IsEnabled() answers the NUMBER 1 or 0 (0 is truthy in Lua, so the reference's own == 0 tests got false forever, and three of our files had hand-worked around the divergence rather than fixed it); the constructors' string arguments are four shapes, not one rule — pfUI passes a Button where a template name goes and the reference constructs the FontString and ignores it; SetInventoryItem returns THREE values, the reference's own paper doll destructuring repairCost; UnitIsVisible is object presence and nothing else (57 bytes, one branch, no distance — an out-of-range party member is exists-yes, visible-nil); the tapped pair reads the two dynamic-flags bits, and its repaint wire fires UNIT_FACTION on the tap bit — the half a passing predicate test never sees; UnitIsPartyLeader is two ORed legs covering disjoint failures (a held stranger leading their own party, and an out-of-range member with no object to read a flag from); and the four nameplate verbs take no argument and return zero values
- the ghost's wisps compose onto its body instead of over it — the four emitters drew at full strength over a body at alpha 0.5, and now inherit the instance alpha down the attachment chain the way the reference recomposes it per frame; the residual we had parked ("the wisps should inherit the tint too") is REFUTED at the bytes: a particle batch commits hardcoded white RGB, and even that never reaches the fragment — particles are never tinted, only the alpha crosses, applied to the alpha byte alone — so the shipped shader split was already right and no code changes

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:15:16 +07:00
SamandClaude Fable 5 961d7e46a0 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 1052393487 the HUD becomes UIParent's child, and cinematics fade through black
- the transcription had dropped parent= on 72 declarations the reference carries (37 to UIParent, 28 to the action bar's art frame, 7 more), so the HUD was a field of top-level frames and UIParent:Hide() reached almost nothing — which is why a cinematic had to hide the UI at the draw level and then special-case the pointer; both workarounds are deleted and the HUD hides through the reference's own route; restoring only the UIParent half would have been the dangerous part (draw order is one flat sort, so a partial restore lifts frames over the neighbours they carry), and manifest order turns out to be load-bearing — a parent name that doesn't exist yet is silently ignored, so UIParent.xml moves to the reference's own slot with a test that fails if anything declares a child first; the chat still drew over a fly-by after all that, because the reference parents the chat windows on their TEMPLATE, invisible to a name-for-name diff when both sides rename — two declarations fix it, and the sweep that replaces the method loads the whole shipped manifest, fires CINEMATIC_START and asserts the survivors are exactly three: 91 frames visible before, 3 after, and the count comes back on stop
- every cinematic boundary cuts through the reference's 0.25 s fade to black, and the next step hangs on the fade's COMPLETION, not a delay — the shot boundary is exactly where the reference does a blocking terrain load, so a delay-driven cut shows through a hitch and a completion-driven one cannot; and a fly-by now ends into black instead of a ~0.3 s loading cover: the reference raises no cover on that path, it holds black while the ground under the player loads back, so ours holds black while the stream catches up — budgeted, never an unbounded wait
- the death arc keeps its promises across a relog: the body's own state machine now dies with the session — re-entering the world as a ghost used to match no arm of the world-edge machine, so the corpse query never went out and "Resurrect Now" stayed down until the next death; and a corpse wears its owner's guild crest — the corpse descriptor carries the guild field and resolves through the same crest cache a living tabard does, where ours dressed the body crestless
- the char-select ghost gets its body kit: the screen resolves the state kit of the very "Ghost" aura a released ghost rides in the world — tint (140,185,253), alpha 0.5, and the Ghost_state wisp model at the body's attach point, pinned by a golden that decodes the row out of the shipped DBC; the airborne model is corrected before its fix lands — the address six comments called the gravity integrator is really the fall-velocity query, and a knockback is unsteerable because its launch PLANTS the forward bit, not because the arc is airborne (our guard was a velocity proxy, so a near-zero-speed knockback steered from frame 2); and the hover inspect card now decodes a picked part's mesh tag — alpha, rig slot, and both readings of the lighting payload side by side — turning a rebuild-and-two-probes hunt into a hover

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:13:31 +07:00
SamandClaude Fable 5 18858046f9 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 de004383ce gear rides the rig, water walking answers the keys, and a jitter meter
- an attached model's frame rides its wearer's rig: composed as bone-offset-plus-world-root every frame, a helm at Elwynn's ~9500-yard coordinates lands on a 0.98 mm f32 grid (exactly 2^-10 yd) and snaps whole steps against a body that moves exactly — the plumed helm, both pauldrons, the sword and the shield, 0.83 px of hop at a fully zoomed-in close-up; each attachment now holds one rigid palette frame composed in the rig's own space, the world position added back camera-relative in the vertex stage, so nothing on the path is ever a big-plus-small sum — the property the reference keeps by injecting its view matrix once, at the root of the attachment tree
- a rider composes through the rig's own frame, not the unit's: `joints_root` re-points at the saddle's seat anchor the moment a character mounts, so reading the host entity's transform would have placed a mounted rider's helm and weapon by the gap between its feet and its saddle — pinned by a test whose seat is offset far enough that the wrong frame misses by 6 yards
- the water-walk surface is GROUND, not a post-step clamp: stepping onto water with Levitate up froze the last land velocity in — the mover classified every over-water frame airborne (liquid is queried, never swept) while the clamp reported grounded, so the body ran on at full speed through every key release; the reference has no water-walking code path at all — the flag just ORs the liquid layers into the same swept query that finds terrain — so the surface now feeds the same grounded classification the colliders do, and the clamp stays as the resolve half
- `WOW_JITTER`, a motion-jitter meter: the camera, the unit root and the pose sampled every frame as first AND second differences — Δ² tells a slow idle from per-frame noise at two orders' distance — with every reading also in pixels at the subject's own distance, because the same millimetre is 0.03 px across a courtyard and 0.8 px pressed against the camera

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:10:29 +07:00
SamandClaude Fable 5 1da3fb044f the world becomes the UI's backdrop, and recipe rows go white on hover
- every translucent UI pixel over the 3D world composited in the wrong space: the world lane and the UI lane each blend in gamma bytes the way the reference's fixed-function device does, but the one blend that mixes them — the UI camera's finished image onto the sRGB swapchain — ran in linear, so a chat tab whose body is black at alpha 102/255 left the scene at 77.5% of its brightness instead of 60%, and the dock's hover glow (an ADD with no plate under it) read as a lozenge floating on grass; the world camera now renders to an off-screen image drawn as the first quad of the UI pass, so every UI blend over the world is the same blend as every UI blend over UI — after, the selected tab plate lands at 0.593–0.600 of the bare scene against 0.60 predicted, and bare-world pixels move at most 1 LSB
- the backdrop image is un-encoded `Rgba16Float`, because the UI arc composites in gamma and takes its one decode at the end — pre-encoding would land a second encode in that chain, and quantizing un-encoded values to 8 bits is the banding collapse measured long ago; and hiding the UI keeps the world: the toggle used to retire every batch in the pass, which would now be a black screen — hidden means the two UI lanes draw nothing while the backdrop, which is the world, still draws, with the no-world glue screens pinned on the old behaviour
- a button's highlighted label is its own font instance: the client swaps which of three embedded instances the label reads — it never merges colour across states — so the `highlight_color.or(normal_color)` fallback is gone, and `LockHighlight()` now enters the label, not just the highlight texture (the reference blanks a recipe row's highlight texture to "" and then locks the row it selected — with nothing left to pin, the lock's only possible effect is the label, and that is the white text on a selected recipe)
- tradeskill, craft and class-trainer rows read white on hover and on select: all three windows carried the row name as a child FontString no per-state font can reach, behind a "no engine method" note that was true when written and stale ever since — the name is now the button's own `<ButtonText>` under the base template's `<NormalFont>`/`<HighlightFont>`/`<DisabledFont>` trio, and the windows call `SetTextColor`/`LockHighlight`/`UnlockHighlight` where the reference calls them

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-27 15:06:05 +07:00
SamandClaude Fable 5 26fb25a3f8 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 7f0ba00cea 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 3d10e7415b 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 5f00d35164 the paper doll steps its feet round, and the Raid Info button behaves
- rotating the paper doll plays the reference's turn-in-place shuffle instead of spinning it like a turntable — ShuffleLeft/Right picked by direction off the same scalar `SetRotation` is handed, a 100 ms expiry, a frequency-weighted idle variation on the way back; wow-re's re-derivation caught the pair inverted in the prose (the doll was stepping into its turn), and a display with no shuffle stays standing rather than freezing mid-turn
- the doll's item effects run at full speed: the half-rate booth render (our pacing, not a cull) was skipping the emitter tick with the frame; measured off the reporter's side-by-side clip the skeletal clock was never slow, only the 30 fps cadence, so `boothHalfRate` now defaults off
- the Raid Info button follows the server's answer: `UPDATE_INSTANCE_INFO` fires per packet as the client does (the reference discards the first), so a character bound to nothing ends with a grey button over an empty panel instead of a live button over nothing; the panel's scroll bar sits centred on the trough drawn behind it
- an inspected player's gear keeps the template's bind line, stated as deliberate — there is no item object to read a bound flag from, which is what the reference prints for the same reason

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:26:45 +07:00
SamandClaude Fable 5 dddf16e963 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