Commit Graph
19 Commits
Author SHA1 Message Date
gromandClaude Opus 5 56fb28fa2b gates: clippy clean again, and the mail repro that never was for commit
`scripts/check.sh` has been failing before it ran a single test, on 62 clippy
findings in code none of the recent rounds touched — 32 in `benilla-world`, 30 in
`benilla-app` — so the in-loop gate could not tell anyone anything. Every one is a
newer clippy noticing older code (`as_chunks` and `is_multiple_of` are both lints
younger than the lines they fire on), and they are fixed, not silenced, except
where the silence is the point:

- **Argued allows, the house idiom.** `clippy::type_complexity` on ten Bevy system
  signatures and two inline caster queries, each with the one-line reason beside
  it, as the other 67 in this workspace have. `clippy::approx_constant` on
  `liquid/waves.rs`'s `TWO_PI`, whose own doc already says why it is spelled
  `6.2831853`: it mirrors a shader line, and `f32::consts::TAU` would stop reading
  against the file it copies.
- **Two runtime assertions became compile-time ones** (`EXT_SEL_EMPTY is index 255`,
  the endless-stream frame count): a claim about constants should fail the build
  that breaks it, not a test run after it.
- **Three real, if harmless, redundancies gone**: `len > MAX_TILT_TAN && len > 0.0`
  (the constant is `tan(4°)`, so the second test never spoke), `u32::from(..) + 1 |
  flags` now parenthesised where `+` binds tighter than `|`, and `palette.get(0)`.
- The rest is mechanical: `chunks_exact(3)` → `as_chunks::<3>()`, `map_or(true, ..)`
  → `is_none_or`, two `Default::default()`-then-assign test fixtures, a doc line
  that began `1.` and so turned its own paragraph into a list item, and
  `local_utc_offset_secs` moved above the test module it had drifted below.

`tests/repro_mail.rs` is deleted. Its first line says "TEMPORARY repro harness —
not for commit"; it reads a loose mirror of FrameXML out of `/tmp/opencode/
vanilla-ui`, which no longer exists, so it has been failing on a missing directory
rather than telling anyone about mail.

What is left of the gate's red is one test: `world_api_wall` counts 174 crossings
of the `benilla-world` boundary against a ceiling of 107 — 90 of them already
filed with a close plan, 84 unsorted. That is not cleanup; the wall's own message
says the remedies are to close the crossing or to publish it as engine API with the
record that says so, and 84 of those is a design pass on what the engine's public
surface is.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
2026-10-18 15:18:10 -06:00
chairmanpow 031acdd8bb Fix TurtleWoW baked NPC atlases (append .blp) plus in-progress GFX work: moonlight, torch depth, water/scene-depth, skybox 2026-10-01 21:40:02 +01:00
pkuzicandClaude Opus 5.5 853c09f44d Merge upstream/main (samwhosung/benilla b17be271) into the graphics programme
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 21:28:31 +01:00
pkuzicandClaude Opus 5.5 9296229336 MONKEY (integration): order tick_shelter before the lighting resolve set
It reads MonkeyFrame.wetness while update_fog_model writes MonkeyFrame; the
undeclared pair put the ambiguity count one over the 5,582 ceiling.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 20:31:25 +01:00
pkuzicandClaude Opus 5.5 b55e60e202 MONKEY (integration): merge graphics-programme-rainshelter
Camera-centred rain-occlusion height map for the wet lane (clean merge).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 19:53:18 +01:00
Claude 83375f2bae MONKEY (rainshelter): camera-centred rain-occlusion height map
128x128 cells of 0.75 yd around the camera, recentred in 16-cell steps.
Filled by vertical rays against the collision world (the precip ground
oracle's SpatialQuery + body filter): top surface, then down each hit
until an air gap >= 1.2 yd marks the column covered. Cover is eroded two
cells (drip margin) and 3x3 blurred (soft edge), packed with the top
height into one u32 per cell. 192 casts/frame while filling (nearest
first), 32/frame refresh once full; idle and header off when dry or
rainSurfaces=0.

The grid rides the shared light buffer as a new region right after the
MonkeyFrame block; the prop-probe region (and everything chained from it)
moves up by 65568 B. Uploads only the header and changed rows.

Verified: cargo test -p benilla-world --lib (652 pass, 9 new shelter
tests: column probe, transform, recentre, budget, porch shelter/drip,
packing, region alignment); cargo check -p benilla. Linux only; no
platform seams.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01R8t89gSUuo1uvbXKdh1mJt
2026-09-25 18:10:12 +00:00
pkuzicandClaude Opus 5.5 f76b0de836 MONKEY (integration): fix the programme's test failures (warm names, shader embed, dev door, CRLF/path-separator test bugs, float compare, tooltip newlines) and declare the missing system orders
- ssao.wgsl registered in shaders::plugin and loaded by its embedded path
- wind/wetness/fog-model MonkeyFrame writers ordered; viewer publish before its readers;
  sky clock + sky tier before LightingConsumeSet; zone skybox chain joins the consume set;
  grass benders read GlobalTransform
- ambiguity ceiling re-measured with the reason (MatAnimTable allocator + exclusive-system pairs)
- verb_event_gate: Windows separators; AddSkillUp/RemoveSkillUp GAP rows
- ui_session portrait test: CRLF checkout
- spell envelope fuse assertion: f32 tolerance
- daylightWindowSplit tooltip: escaped \n (raw line breaks broke the Lua chunk)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 19:09:34 +01:00
pkuzicandClaude Opus 5.5 499fdd935f MONKEY (fix-wet): seamless ripple wrap, no dry-weather churn, no sheen NaN, windows stay lit
Review B3: floor(cycle) % 50 keeps the ring roll continuous across the 1000 s
wrap. B8: publish the ripple clock only while it rains. B7: nudge the wet
sheen half-vector off zero. B6: WORD_WINDOW batches are excluded from wet
darkening.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 16:56:30 +01:00
Sam SungandClaude Opus 5.5 fe16ed14b3 String literals in benilla-ui, -world and -formats carry no record numbers (#299)
Part of #92, for `benilla-ui`, `benilla-world` and `benilla-formats`.

- 88 string literals drop private record and bug numbers, the dates of private incidents, and the workspace's name for the maintainer. They are assert and panic texts, log and printout lines, the `--` comments of the Lua prelude and of test fixtures, and one Lua assert. Each keeps its fact in its own words.
- Two test names lose their numbers: `burning_steppes_lava_builds_a_magma_surface_at_the_reported_pin` and `join_channel_by_name_answers_the_row_custom_and_nil_legs`.
- A test-only event, `B271_PROBE`, is now `ERROR_PROBE` in the two crates that register and fire it. A fixture's error text in `benilla-app`'s `ui_script` tests drops its bug number, together with the assertion that reads it.
- Doc comments that named a client function by a disassembler's label (`FUN_0068a830`) now give its address, in `benilla-formats`, `benilla-assets` and one `benilla-app` file.
- Every literal change keeps each literal's line count, proven with comments stripped and every literal masked. The two renamed tests differ only in their names.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 17:01:02 +07:00
pkuzicandClaude Opus 5.5 88ad3cdad5 MONKEY (wet): weather/wetness.rs -> MonkeyFrame wet row + wet_hook.wgsl library
Wetness ramps up while it rains (~90 s to soaked) and dries over ~4 min; ripple clock;
rainSurfaces resource; env WOW_RAIN_SURFACES / WOW_WETNESS / WOW_WET_T capture overrides.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 10:20:40 +01:00
Sam SungandClaude Opus 5.5 87a92eb295 Comments in benilla-world: one line of fact each, no history, no record numbers (#121)
Part of #41: the comments of `benilla-world`, Rust and WGSL, are rewritten to the rule in `docs/METHOD.md`, which is what the code does and the reference fact behind it, in a line. 24,226 comment lines become 8,863.

- **The mechanical strip.** The citations that were only a private record number go first, and each edit is shown to be a pure removal.
- **Wrong facts corrected.** The rewrite corrects the comments that stated wrong facts. Among them:
  - `0x6b62e0` is the WMO group's liquid renderer, not a doodad drawer.
  - The reference creates a WMO's props once, when a group enters its streaming window (`0x698720` → `0x695aa0`). It then admits them each frame the portal walk visits the group (`0x685d70` → `0x6838f0`). The old text had them created per visible group.
  - The liquid query's comments now state the reference's order: the map-object leg first, then the ADT (`0x69b6d0`). They no longer call the Outdoors/Inside split a match.
  - The interior probe runs from the character, not the camera.
  - The reference lights ground clutter. The old comment said it draws unlit.
  - The model-particle "pool order" deviation was wrong. Each instance is its own mesh, depth-sorted every frame.
  - The reference's vertical field of view follows the aspect ratio (44.1° at 16:9). The comment now gives it beside our fixed 45°.
  - The effect shader's far wall is the live `farclip`, 177 to 777 yd, not a fixed 777 yd.
  - Dozens more turned up on the way: renamed or deleted items, docs sitting on the wrong item, stale counts and links.
- **Deviation labels.** "Deviation:" now marks only a choice with a reason. An unbuilt behaviour says so plainly.
- **Verification.** Every file strips to identical code, and `cargo fmt --check` is clean. Five second readers compared every file old against new, restored the facts the rewrite had dropped, and checked each new citation against the reference.

Defects the rewrite surfaced outside the comments are filed as their own issues (#106, #114, #115, #116). The comments here state what the code does. String literals are untouched; they are #92.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-24 17:43:40 +07:00
Sam SungandClaude Opus 5.5 7b66dac9db comments cite the reference by address, not by private note (#30)
Comments that pointed into the maintainer's private reverse-engineering notes (a note by name, a
path, a section or finding id, the analysis's own name for a client function, a process word) now
carry the fact itself, cited by the reference client's address, by vmangos file and line, or as
"the reference". Nobody outside could follow those pointers.

Comment text only, plus the test-assert and log strings that carried the same pointers. No claim
changes: a comment the notes have since corrected keeps its wording here, and correcting it is
separate work.

The two reference generators, `scripts/gen-reference-globals.py` and
`scripts/gen-reference-verb-events.py`, named the private notes' layout to find their inputs. They
now take the input files as arguments (`--capture`, `--framexml`, `--names`, `--extents`,
`--disasm`). Run on the same inputs, both write the committed tables row for row; only the two
header lines that named the old environment variable change.

Checked per file:
- the code is identical: each file with its comments stripped compares equal before and after; a
  changed string literal is compared under a mask that proves only literal text moved and every
  literal kept its line count;
- no client address the old text cited was dropped;
- a second reviewer checked every added address against its derivation;
- a detector for the notes' names, paths, ids, function names and process words finds none left;
- `scripts/gates.sh` is green.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-24 12:14:08 +07:00
SamandClaude Fable 5.1 00150c55b5 a crash leaves a report, and the wire's counts are capped
- a panic writes benilla-config/Diagnostics/crash-<time>.txt with the build id, the location, a backtrace and the last 200 log lines, and names the file as its last line, so a bug report can attach it (2266)
- every wire-count allocation hint is capped and the compressed update object reads through the cursor, so a malformed packet can no longer ask for gigabytes (2266)
- the 23 in-world run conditions are one set, the 45 probe variables one registry, the install-gated tests say when they skip, and every gate is timed (2266)
- one workspace-level lint allowance replaces 413 per-site attributes, and the decision corpus gets a lint in the gate (2266)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-17 16:38:59 +07:00
SamandClaude Fable 5.1 ec3085ea42 names are a session, Martin Fury fires, and Windows gets its clocks
- player and pet names are a world session, not a file: the reference never persists them, so a character created after a server wipe no longer wears a deleted character's name (2223)
- Martin Fury and every item whose spell targets where you stand raise the cursor and cast: the targeting word is a mask, not one bit (2218)
- the guild line prints ahead of the realm's welcome lines by declared order, as the reference's chat latch paints it (2221)
- the performance journal's CPU clocks answer on Windows, and a run with no install no longer panics on the cinematic narration (2219)
- SetInventoryItem's nameOnly argument builds the reference's compact tooltip (2224)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-15 16:56:48 +07:00
SamandClaude Fable 5.1 057a3061c4 glue chrome in the box, a knockdown holds, and loot closes on a step
- on a 21:9 display the login, select and create chrome lays out on the boxed scene instead of the black bars beside it; at 16:9 nothing moves (B377, 2091)
- a <Model> tile draws only inside its own cell of the shared atlas, so the pet bar's autocast shine no longer bleeds a golden bar onto a bag slot's cooldown (B379, 2093); a slider's first value always fires its handler, so Atlas's options load (2095)
- a knockdown plays out: the reference locks the base animation for Knockdown, LiftOff and Land until the clip ends, and benilla re-picked Stand ten milliseconds in (2096)
- the loot window closes and releases the corpse on your first step, strafe, turn or jump, the reference's movement-start guard; a distance leash shipped first and was a mislabelled census row (2094 → 2097, B381)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-08 16:24:48 +07:00
SamandClaude Fable 5.1 fd1bb10261 a refused login says why, the deep ocean darkens, and the blade trails
- a refused character login left the player on a loading screen with no world behind it and no way off — reported as sitting at character select with no message, and the symptom was worse than the report: `SMSG_CHARACTER_LOGIN_FAILED` (0x41) had a name and no parse arm, so the client never heard it, and it was not at character select when the refusal landed, because the IO thread sends `CMSG_PLAYER_LOGIN` and announces the connection in the same breath (the entry's head start, 0777), so `ClientState::InWorld` was already set and the loading cover was up waiting for a snap the server had just declined to send; the wire half parses the opcode into `ServerPacket::CharacterLoginFailed` / `SessionEvent::CharacterLoginFailed` and carries the byte RAW, since vmangos sends a bare `1` and mangos-classic its own `CharLoginFailReasons`, and a wire layer that interpreted it would be picking a server; the refusal is an entry being REVOKED, not a failure to enter — `Cycle::LoginRefused` runs the same `SessionEnd::LoggedOut` teardown a `/logout` does, the cover cuts to black, `back_on_login_refused` takes the select screen back with the relist's roster underneath, and clearing `pending_pick` is load-bearing: it is 0065's reconnect memory and the relist is auto-answered with it, so keeping it would re-enter the refused character forever from behind a black screen; the byte is a 1-BASED REASON INDEX, not a status code — wow-re read `OnCharLoginResult` (`0x5aad70`): `dec eax; cmp eax,5; ja` into a six-entry jump table mapping 1..=6 onto `CHAR_LOGIN_*` 0x3e/0x3f/0x40/0x42/0x43/0x44 and SKIPPING 0x41 `CHAR_LOGIN_FAILED`, reachable only as the default, so the tempting `0x3d + byte` is right for four rows and wrong for the rest; `char_login_refusal_text` is that table, resolved against the player's own `GlueStrings.lua` and asserted against it (vmangos's `1` therefore reads "World server is down" — the server's dialect, and what the reference would say); the select screen runs the shared `login::drive_dialog` rather than a second copy of the reference's one `GlueDialog`, which found two holes — `to_select_on_roster` closed ANY dialog on an arriving roster while the refusal's own relist produces one a second later, so it would have wiped the message (the original bug one layer up; now scoped to status/queued), and `preflight`'s descriptor latch outlived the session that armed it, announcing "the avatar never streamed in" from character select, now disarmed on any disconnect; a live probe against vmangos pins the three facts this rests on — the byte arrives as 0x01, the roster still serves after it, a retry enters the world on the same socket — and `WOW_REFUSE_LOGIN=1` refuses the first pick of a run by sending a non-player guid, the one guard that needs no server state, so a path no real account can stage by hand is walkable on demand (2071)
- the ocean's depth ramp was never a placeholder, and its deep row is darker than we drew it: four files called the ADT ocean's `V = byte/255` a stand-in "pending its own RE" — the director's report had the sea fading to deep colour about 6x too slowly — on the claim that ocean takes a non-LUT UV path via `0x68d890`, which is the MAGMA vert-fill, as `benilla_adt::LiquidVertex::texcoords` had said by that same address all along; the ocean fill is `0x68d690` and it reads a depth LUT exactly as the river fill `0x68d790` does, `0x68c4c0` building both side by side (`0xc81768 = min(d/42, 1)` river, `0xc7fcd8 = min(d/255, 1)` ocean), the two fills differing in exactly 3 of 246 bytes — one `fld` displacement — so there is no second ocean-only depth term, and wow-re's cross-check found `/255` bit-exact for all 256 entries; the divisors differ because the authored bytes do — a census over every MCLQ block on Azeroth + Kalimdor, each wet vertex's depth byte against its own geometric depth, reads a river at 8.96 byte/yd (reproducing the independently-measured ≈8.5, the control) and the sea at 1.72, 5.2x gentler, so `/255` saturates at ~148 yd and `/42` at ~4.7 yd, the same ramp in yards and not a 6x slower one, while 83.4% of ocean vertices carry byte 255 outright, so the open sea is authored fully deep and the ramp is only a shore band; a test pins both divisors against the raw MCLQ bytes (swapping the ocean onto `/42` fails it), `examples/liquid_depth_census` is the measurement with named shore-band pins, `WOW_OCEAN_DEPTH_DIV` is the A/B, and the alpha-ramp deferral closes with it — `0xc7fbc0`'s `1.6·(i/63)^8` is the sky glare falloff, bound at `0x685257` inside a branch proven dead, so the linear `127 + 2·row` alpha shipped was right; and the finding nobody asked for: `0x68a830` fills the 8×64 swatch as an exact integer accumulator in BYTE space, `row(i) = c0 + floor(i·(c1−c0)/64)`, so the ramp never reaches the deep endpoint (row 63 is ~98.4% of the way), and an ocean-only tail `[0x68a9c0, 0x68aa36)` — gated on last row AND selector 0, river being selector 1 — runs RGB→HSV, `V ×= 0.9` (`0x3f666666` at `0x8102ec`), HSV→RGB and forces that row's alpha to 255, which reduces to `floor(0.9·byte)` per channel (99.03% bit-exact over all 2^24 triples, max 1/255); byte 255 ⇒ `V = 1.0` ⇒ row 63 exactly, so the darkened row IS the open sea, and benilla had rendered deep ocean ~10% too bright over most of the water in the world — an error that survived every regression diff because no capture scenario holds any ocean; `liquid.wgsl`'s `swatch_row` / `swatch_at` port the accumulator, the LINEAR/LINEAR CLAMP sampling (so the darkening ramps in across the final 1/64 of V rather than stepping) and the ocean-only tail, on the ADT lane only — the WMO arms keep the plain lerp, their opacity being a different 256-entry ramp — pinned by a test against wow-re's published byte vectors (row 62 = 12,36,41; row 63 = 11,35,40, green one ABOVE the deep endpoint; after the tail 9,31,36) that also asserts the WGSL still carries the formula; rivers move at most 7/255 from the row quantization (2069, 2074)
- the weapon swing trail — `SpellVisualKit` CharProc type 8, which benilla had dropped on the floor with the rest of the dispatcher's unmodelled cases: 34 of 1772 kits carry it, 27 are reached from a live `Spell.dbc` chain, and 16 of those name NO emitter slot at all, so the ribbon is their entire visual — kit 324 alone reaches 218 spells (Heroic Strike, Overpower, Mortal Strike, Bloodthirst, Rend) and rendered nothing beyond the swing animation, with 506 (Revenge, Riposte, Mongoose Bite), 557 (Sunder Armor), 646 (Hamstring, Wing Clip), 399 (Sinister Strike), 822 (Garrote) and 823 (Feint, Disengage) in the same shape; the proc draws nothing — `0x60d80a` latches a packed colour and a duration on the unit, and the unit's next `PlayAnimation` (`0x5fe48e`, the fields' only reader) hands both to its two weapon-hand trail objects and clears the duration, so an arm fires exactly once and a second proc on a live trail RESETS its ring rather than stacking; each object rings 128 samples of its weapon model's `$WTB`/`$WTT` markers (455 of the 571 weapon models author both) and draws them as a strip that fades from opaque at the OLDEST end of the arc to ≈0 at the blade, the alpha being a clock and not just an opacity; `weapon_trail.rs` transcribes the arithmetic rather than approximating it — the truncating `_ftol` decode (not the small-int idiom every other integer param takes, which would yield colour 0 and no trail at all), `fadeStep`'s low-byte floor (`cmp al,1`, so a ≈768 ms hitch takes a floor of 1 instead of its own huge value), the alpha-derived termination, and the ring's writer/reader modulus mismatch (`& 127` stored, `% 127` read — shipped 5875 behaviour, reachable only by Whirlwind's 10 000 ms spin); the draw state was dispatched rather than guessed and the guess was wrong in three of seven places: the callback's six EGxRs writes say `0x07 = 2` (ordinary SRC_ALPHA / INV_SRC_ALPHA — additive is mode 3, the difference between a ribbon that whites out crossing itself and a coloured smear) and `0x10 = 0` (depth test OFF: the arc draws over the world and over the swinging character, never eaten by his own shoulder), so `EffectDrawSpec::no_depth_test` is a new pipeline-key bit on the shared effect lane with every other producer explicitly false, where the state had only existed as the global `WOW_PARTICLE_NODEPTH` debug lever; the third — lighting ON over a vertex format with no normal — is a verified state that is not yet a verified appearance and ships unlit as a named deviation with the question out; the consume edge is `AnimDriver::started_anim`, not the one-shot alone, because `0x5fe2f0` is the image's SINGLE animation entry point, locomotion included — a unit that simply starts running consumes the arm, which is how Charge (kit 44, 38 spells, anim id −1) trails at all; kit 324's 600 ms duration is on screen for 1250 ms at 60 Hz, since `fadeStep` is `trunc(dt·alpha/300)` and shrinks with the alpha it decays, twice wow-re's own estimate; the warm pass gets the depth-test-off pipeline as the one combination that ships (alpha, unlit, no rasterizer settle) rather than as another factor of the cross product — 36 more warm draws per camera for pipelines nothing asks for — so the first Heroic Strike does not compile one live; and `benilla-extract charprocs` grows the trail census that found the 34/27/16 split (2076)
- a zero injury column plays nothing: benilla walked down the wound-grunt family when the selected column was 0 — crushing to critical to ordinary — on a comment with no citation ("crushing rows are often 0 in data"), a true observation about the data and a false inference about the client; `0x623490` tests the selected id once (`0x6234e6 test ebx,ebx ; je 0x62350e`, the shared epilogue) and no fallback is even reachable — the row pointer dies at `0x6234e4`, so neither the bus pick `0x623b10` nor the play `0x458890` ever sees the row to re-read a column from, and the CGPlayer twin `0x62f880` is identical; it mattered because the class-2 chance roll had just landed beside it (2073): a crushing blow skips the roll (class 9 carries threshold 100) AND fell through to the ordinary kit, so it was louder than an ordinary hit on the same creature by two routes; `sound/combat.rs` now plays the selected column or nothing — crushing → column 5, critical → 4, ordinary → 3 — and a crushing blow on a creature with no crushing kit, which is most of the 406 rows (`Skeleton`, `Silithid`, `MountainGiant` among them), is silent, the reference's behaviour rather than an omission (2075)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-08 16:09:51 +07:00
SamandClaude Fable 5.1 1f3ec2d538 the waterline stops stepping, and mobs in far rooms lose the keep's fog
- the step in the water at the shore, which travelled with you as you walked: `WATER_BIAS` (−2e4) exists to give the water pass its sort slot, and bevy's `StandardMaterial` also packs that f32 into the rasterizer's depth bias, so every water surface in the game shipped with a −20000 depth pull — on the one world surface that meets the ground at a grazing angle over tens of yards that does not settle a tie, it moves the waterline, and a float depth buffer's bias unit doubles at every exponent boundary, so two water triangles either side of one stopped agreeing about where the shore is, at a fixed distance from the eye; the bias is out of the rasterizer (a ~17 px jog at the reported Stranglethorn beach, present before and absent after)
- the foam wake went dull under the next water chunk and painted onto dry sand: it sorted against ONE water surface with a coplanar epsilon (the chunk 33 yd nearer the eye outranked it thirty times over, while the reference drains every liquid queue before it draws foam, `0x6816d0`), and its coplanar settle was a 0.03 yd geometric LIFT, which on a 29% beach is 0.10 yd of dry sand painted and proportionally more on every flatter shore; it is a rung above the whole water band now and sits exactly on the plane, and the RE on its depth state came back: a depth-buffer bias (`footstepBias × [0x810390]`), depth-tested LEQUAL with write off — the "−2048 GL units polygon offset" our comment justified the lift with existed nowhere in wow-re
- a unit standing in a room the camera's chain does not reach wore the building's fog while the walls around it wore the scene's: the reference's unit test has a second conjunct (`[P+0x98]`, the same `[0xca7f00]` chain gate the walls use), so the attach ray now returns the room it claimed and the gate is re-read every frame because it moves with the CAMERA — at Shadowfang, from inside the pinned room, three true interiors are in frame across the courtyards and a mob in g13, 91 yd out, wore the keep's teal at ~84% against a scene fog of ~3%
- two instruments for the shore class of report: `water_here <map> <x> <y>` reads a shoreline offline (the wet-cell lattice, the plane on it, the terrain under it, and the four scans that tell an authored defect from a rendered one), and `WOW_CAPTURE=waterfx WOW_WFX_AT=x,y,z` wades the foam rig in the REAL streamed water at a pin, where the synthetic square had no bank to clip against

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:02:04 +07:00
SamandClaude Fable 5 e9e38bf6ec your corpse is your own dead body, and particles take the room's light
- corpses render: a corpse create spawned a real entity, latched its guid for the reclaim send, and drew nothing — one missing EntityKind variant folded it into the catch-all and four downstream lanes then failed by default, not even the debug cube fired; the reference forks once, on the bones flag: a fresh body builds a character composite from the corpse's OWN appearance bytes and 19 item slots through the same compositor a living player is dressed by (its own hide-helm/hide-cloak bits honoured, the ranged slot never dresses, and weapons never dress because the client looks a packed display word up as a guid — we reproduce the outcome, not the dead lookup), while a bone pile takes its race and sex's DeathSkeleton, sixteen of which ship; the pose is one settled arm — Dead, or Drowned when the body lies more than 0.66666669 yd under a liquid surface — and a corpse is not a unit, so clicking one no longer sends a selection for a guid no unit owns
- a lit particle takes its MODEL's committed light node, not the sky's: indoors the reference lights an object's particles from the object's own node — the footprint's baked floor colours on the fixed interior axis plus the room's placed lights — never the day/night sun; a particle quad carries exactly one normal, world up, one constant per draw, so the whole node collapses to three floats, published off the same fold the model's mesh renders from so a mesh and its own particles can never disagree about the room they stand in; in Onyxia's Lair the 78 lit falling-rock emitters on the 26 anchors that classify interior now take the room's light
- and that lit lane is FIXED FUNCTION, not the mesh's soft SH curve: the shipped client null-binds both shader slots for a particle batch and re-zeroes the shader mask at the head of every batch, so a model and its own particles share the same committed light words and legitimately differ in the curve applied to them — the mesh's wrapping lobe against the hardware's max(N·L, 0) is 0.900 vs 0.869 on the key axis, up to the three nearest room lights arrive diffuse-only under GL's own 1/(0.7d + 0.03d²) falloff (a light at or below the emitter cannot reach it at all), and the clamp sits on the product, never the multiplier, because it is GL that clamps the lit vertex colour
- the cinematic letterbox has no aspect test in it: CinematicFrame.lua's if guards a recompute, not whether there are bars — below 4:3 the reference's bar textures simply stand at their declared 1024x128 on the client's native 1024x768 sheet, which is height/6, the same formula evaluated at exactly 4:3 — so one expression covers every window shape, min((h − min(w/2, h))/2, h/6): a 2:1 picture when wide, bars at 4:3 too; and a shown keyboard frame swallows EVERY key, not the ten names the host used to feed it — you could walk around underneath your own intro; the proof is the reference's own handler, which has to RunBinding("SCREENSHOT") by hand to get one key back; ESC still skips, and a W already held when the shot starts keeps running, which is faithful too

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 19:49:15 +07:00
SamandClaude Fable 5 bdef9cd790 benilla-world: the engine becomes its own crate
- the world engine splits from the game into a benilla-world crate — 112 files, and the wall is ratcheted to zero names of the game inside the engine
- the engine's public doorway is counted and gated at 32 items, and the render materials, shaders and asset cache move down to benilla-assets
- the game's files leave the engine's asset root — game:// is its own space — and a spike binary boots the engine with no game attached
- weather rides along: snowfall emission is denominated in the reference's frame cap, and a long teleport retires the stranded precipitation field instead of leaving it behind

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 18:13:44 +07:00