update_bleed_fixtures walked every interior source in the world four times per
doorway every frame (~1.0 ms/frame main thread, traced, Northshire at High).
Sources are now bucketed per placement once (same rows, same order, same sums:
another placement's claimant weighs 0), the evaluation runs at 10 Hz with
arrivals and dial changes bypassing the cadence, and the light is written only
on a real change. Captures inn-noon and perf-abbey-night are pixel-identical.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
update_bleed_fixtures walked every interior source in the world four times per
doorway every frame (~1.0 ms/frame main thread, traced, Northshire at High).
Sources are now bucketed per placement once (same rows, same order, same sums:
another placement's claimant weighs 0), the evaluation runs at 10 Hz with
arrivals and dial changes bypassing the cadence, and the light is written only
on a real change. Captures inn-noon and perf-abbey-night are pixel-identical.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A probe window opens unfocused and WinitSettings::game() drives an unfocused
window at reactive 1/60 s, so every FPS_PROBE read ~16.7 ms whatever the scene
cost (Classic at 720p with 0.4 ms of GPU read 57 fps). Probes now run
Continuous in both modes. Adds perf-northshire-night / perf-abbey-night.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A probe window opens unfocused and WinitSettings::game() drives an unfocused
window at reactive 1/60 s, so every FPS_PROBE read ~16.7 ms whatever the scene
cost (Classic at 720p with 0.4 ms of GPU read 57 fps). Probes now run
Continuous in both modes. Adds perf-northshire-night / perf-abbey-night.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Frames the Westfall sea from 30 yd up so the 64-80 yd fine/coarse ring crosses the frame
centre; used to verify the stitched LOD edges at WOW_WATER=2.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Frames the Westfall sea from 30 yd up so the 64-80 yd fine/coarse ring crosses the frame
centre; used to verify the stitched LOD edges at WOW_WATER=2.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
One comment corrected: the stock unit menu greys Trade and Duel on `HasFullControl()` (`UnitPopup.lua:474-477`, `:502-505`), not follow and trade.
Comment only.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
One comment corrected: the stock unit menu greys Trade and Duel on `HasFullControl()` (`UnitPopup.lua:474-477`, `:502-505`), not follow and trade.
Comment only.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
One test message corrected. A pet's combat-stats snapshot carries no defense pair, because `UnitDefense("pet")` computes the pet's level × 5 itself (`CGUnit_C` `0x613680`). The message added in #391 said benilla had no pet defense, which is wrong.
Verified: the `ui_pet_doll` tests pass.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
One test message corrected. A pet's combat-stats snapshot carries no defense pair, because `UnitDefense("pet")` computes the pet's level × 5 itself (`CGUnit_C` `0x613680`). The message added in #391 said benilla had no pet defense, which is wrong.
Verified: the `ui_pet_doll` tests pass.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A separate system added 10 unordered pairs to Update (schedule ambiguity
ceiling test). Same behaviour; the recapture is identical.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A separate system added 10 unordered pairs to Update (schedule ambiguity
ceiling test). Same behaviour; the recapture is identical.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The comment and string passes' last leftovers, and one lookup made to match the reference.
**Comments that stated a wrong reference fact**, now stating the right one:
- A cast failure clears the GCD, and a failed cooldown-on-event spell also drops its parked record (`0x6e73cc`).
- `SetUnit` is `0x505d70`; `0x476cb0` is the component clone it reaches.
- Interior sound follows the character, where the listener sits, not the camera.
- Template inheritance re-runs `LoadXML` on the one object against each template (`0x76985c`), and reads `name` and `id` from the instance alone (`0x769770`).
- On the ghost-to-alive edge the reference clears its corpse cache and sends nothing (`0x5ee990`, `0x491f50`).
- The name cache has no high-bit miss. An empty-name answer evicts the record in the reference (`0x55f6f0`).
- The combat-log deferred queue (`0xc4e208`) waits only on an item name. A unit name never waits.
- A flying spline's segments are paced by curve length (`0x454320`, `0x453760`), not by chord length.
- A stop within 3 yd of its stop point keeps the arrow nocked (`0x6019e4`).
- A missile's sound id is at `CMissile+0x40`.
- A nil or unresolved `AssistUnit` token is a gap against `0xb8` ERR_GENERIC_NO_TARGET, not a deviation.
**Strings:**
- Test, log and tool messages lose leftover history wording and placeholder labels.
- The extractor's scan summaries describe the current tint and sequence-clock paths.
- The smoke script's failure text carries no private numbers.
**Line continuations:** twelve log, panic and assert strings get back the `\` continuations they had lost. Each printed a run of spaces mid-message. Fixes#106.
**One lookup:** a region's `inherits=` is looked up as one verbatim name, matched case-insensitively (`0x6ee6f0`, `_strnicmp` at `0x6ee747`), as `framexml::expand` already did for frames. The gate before it split on commas and matched case-sensitively, so a texture or font string whose `inherits=` spelled its template in another case never received the template. `a_region_takes_a_mis_cased_template` fails before this change and passes after.
**Tests:** the quest tests stop loading three FrameXML files that no quest file uses.
**In game:** nothing changes for the stock UI. Log lines read as one sentence, and an addon texture that names its template in another case now gets it.
Verified with `scripts/check.sh` on the changed crates, plus the loader and quest tests with the install present.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The comment and string passes' last leftovers, and one lookup made to match the reference.
**Comments that stated a wrong reference fact**, now stating the right one:
- A cast failure clears the GCD, and a failed cooldown-on-event spell also drops its parked record (`0x6e73cc`).
- `SetUnit` is `0x505d70`; `0x476cb0` is the component clone it reaches.
- Interior sound follows the character, where the listener sits, not the camera.
- Template inheritance re-runs `LoadXML` on the one object against each template (`0x76985c`), and reads `name` and `id` from the instance alone (`0x769770`).
- On the ghost-to-alive edge the reference clears its corpse cache and sends nothing (`0x5ee990`, `0x491f50`).
- The name cache has no high-bit miss. An empty-name answer evicts the record in the reference (`0x55f6f0`).
- The combat-log deferred queue (`0xc4e208`) waits only on an item name. A unit name never waits.
- A flying spline's segments are paced by curve length (`0x454320`, `0x453760`), not by chord length.
- A stop within 3 yd of its stop point keeps the arrow nocked (`0x6019e4`).
- A missile's sound id is at `CMissile+0x40`.
- A nil or unresolved `AssistUnit` token is a gap against `0xb8` ERR_GENERIC_NO_TARGET, not a deviation.
**Strings:**
- Test, log and tool messages lose leftover history wording and placeholder labels.
- The extractor's scan summaries describe the current tint and sequence-clock paths.
- The smoke script's failure text carries no private numbers.
**Line continuations:** twelve log, panic and assert strings get back the `\` continuations they had lost. Each printed a run of spaces mid-message. Fixes#106.
**One lookup:** a region's `inherits=` is looked up as one verbatim name, matched case-insensitively (`0x6ee6f0`, `_strnicmp` at `0x6ee747`), as `framexml::expand` already did for frames. The gate before it split on commas and matched case-sensitively, so a texture or font string whose `inherits=` spelled its template in another case never received the template. `a_region_takes_a_mis_cased_template` fails before this change and passes after.
**Tests:** the quest tests stop loading three FrameXML files that no quest file uses.
**In game:** nothing changes for the stock UI. Log lines read as one sentence, and an addon texture that names its template in another case now gets it.
Verified with `scripts/check.sh` on the changed crates, plus the loader and quest tests with the install present.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Found by the first runtime capture of the grade: a capture has no avatar, so
CurrentArea stayed None and no zone was ever graded; and the day/night weight
read WorldTime (the server clock, noon offline), so a manual/capture night
graded with the day LUT. Adds CaptureCameraArea (area under the camera, only
under WOW_CAPTURE, never read by the area authority) and grades by the
rendered GameClock minute. LIGHTING.md notes the preset/capture changes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Found by the first runtime capture of the grade: a capture has no avatar, so
CurrentArea stayed None and no zone was ever graded; and the day/night weight
read WorldTime (the server clock, noon offline), so a manual/capture night
graded with the day LUT. Adds CaptureCameraArea (area under the camera, only
under WOW_CAPTURE, never read by the area authority) and grades by the
rendered GameClock minute. LIGHTING.md notes the preset/capture changes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Quests printed no chat lines: no "Quest accepted: …", "… completed.", "Experience gained: …" or "Received …". Nothing raised the reference's quest messages.
Fixes#69.
- **Accept** (`0x5ddd80`): a quest-log slot watcher raises "Quest accepted: <title>" when a slot gains a quest, or keeps its quest and loses the fail bit (`0x5dde17`-`0x5dde34`); a slot that swaps quests says nothing. An uncached quest prints when its record arrives. The QUESTADDED sound now comes from that message row.
- **Turn-in** (`0x5dc400`), in order: "<title> completed." only when the quest has no follow-up in its chain; "Experience gained: N." when the XP is non-zero; "Received …" with the paid coins from the COPPER/SILVER/GOLD globals; then one "Received item: [link]." per fixed reward, and one for the chosen reward, which the client remembers from `GetQuestReward` (`0x50161a`) because the packet does not carry it (vmangos `Player.cpp:14500`).
- Every line comes from the install's strings. A line whose quest or item record is still in flight waits for it; an unknown record is dropped.
- The money line joins only the paid coins ("1 Gold, 5 Copper"). The reference's separator test prints "1 Gold, , 5 Copper" when the middle coin is zero, a quirk not copied.
Tests: six new tests across the quest log, the turn-in handler and the line queue; `scripts/check.sh` is green.
To see it: accept a quest from any giver and read "Quest accepted: <title>"; turn it in and read the completed, experience, money and item lines.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Quests printed no chat lines: no "Quest accepted: …", "… completed.", "Experience gained: …" or "Received …". Nothing raised the reference's quest messages.
Fixes#69.
- **Accept** (`0x5ddd80`): a quest-log slot watcher raises "Quest accepted: <title>" when a slot gains a quest, or keeps its quest and loses the fail bit (`0x5dde17`-`0x5dde34`); a slot that swaps quests says nothing. An uncached quest prints when its record arrives. The QUESTADDED sound now comes from that message row.
- **Turn-in** (`0x5dc400`), in order: "<title> completed." only when the quest has no follow-up in its chain; "Experience gained: N." when the XP is non-zero; "Received …" with the paid coins from the COPPER/SILVER/GOLD globals; then one "Received item: [link]." per fixed reward, and one for the chosen reward, which the client remembers from `GetQuestReward` (`0x50161a`) because the packet does not carry it (vmangos `Player.cpp:14500`).
- Every line comes from the install's strings. A line whose quest or item record is still in flight waits for it; an unknown record is dropped.
- The money line joins only the paid coins ("1 Gold, 5 Copper"). The reference's separator test prints "1 Gold, , 5 Copper" when the middle coin is zero, a quirk not copied.
Tests: six new tests across the quest log, the turn-in handler and the line queue; `scripts/check.sh` is green.
To see it: accept a quest from any giver and read "Quest accepted: <title>"; turn it in and read the completed, experience, money and item lines.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A ghost could swing, got a lit action bar, a sword cursor over enemies, and an Attack button that did not refuse. benilla tested death as health 0 only, and a released ghost has health 1.
Fixes#246. Fixes#248. Fixes#250. Fixes#251.
- **One predicate** (`0x605f30`): dead or ghost is health 0 or below, or a player with the `PLAYER_FLAGS` ghost bit `0x10`. It lives on the object fields and every site uses it: the attack check (`0x612e10`), the usable walk's first check (`0x6e3dad`), summon, trade and the death screen.
- **#248:** the cast ladder refuses a dead or ghost caster with `SPELL_FAILED_CASTER_DEAD` and sends nothing, unless the spell's `Attributes` has `0x800000` (`0x6e4c49`-`0x6e4c68`); the Attack action button takes it first ("You are dead").
- **#251:** the sword cursor also needs a live, unmounted, unpacified player in control (`0x482648`-`0x4826cb`). A right-click now decides attack from the reference's CanInteract/CanAttack fork (`0x60c18c`-`0x60c247`), not from the cursor kind, so a ghost right-clicking a hostile NPC with a service flag selects it and does nothing else, instead of opening its window.
Tests: seven tests, each with a ghost at health 1; `scripts/check.sh` is green.
To see it: release spirit. The action bar stays grey; Attack Target reads "Can't attack while dead."; hovering a hostile mob shows the pointer; right-clicking a hostile vendor selects it and opens nothing.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A ghost could swing, got a lit action bar, a sword cursor over enemies, and an Attack button that did not refuse. benilla tested death as health 0 only, and a released ghost has health 1.
Fixes#246. Fixes#248. Fixes#250. Fixes#251.
- **One predicate** (`0x605f30`): dead or ghost is health 0 or below, or a player with the `PLAYER_FLAGS` ghost bit `0x10`. It lives on the object fields and every site uses it: the attack check (`0x612e10`), the usable walk's first check (`0x6e3dad`), summon, trade and the death screen.
- **#248:** the cast ladder refuses a dead or ghost caster with `SPELL_FAILED_CASTER_DEAD` and sends nothing, unless the spell's `Attributes` has `0x800000` (`0x6e4c49`-`0x6e4c68`); the Attack action button takes it first ("You are dead").
- **#251:** the sword cursor also needs a live, unmounted, unpacified player in control (`0x482648`-`0x4826cb`). A right-click now decides attack from the reference's CanInteract/CanAttack fork (`0x60c18c`-`0x60c247`), not from the cursor kind, so a ghost right-clicking a hostile NPC with a service flag selects it and does nothing else, instead of opening its window.
Tests: seven tests, each with a ghost at health 1; `scripts/check.sh` is green.
To see it: release spirit. The action bar stays grey; Attack Target reads "Can't attack while dead."; hovering a hostile mob shows the pointer; right-clicking a hostile vendor selects it and opens nothing.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Party and raid join and leave lines, and the join chime, follow the reference: it composes them from two stores, the party slots and the raid roster, where benilla ran one ungated diff over the whole member list.
Fixes#264. Fixes#268. Fixes#269. Fixes#270.
- **Party lines** (`0x5e6a40`): join lines print only onto a group already held (an occupied slot, `0x5e6afb`, or a raid roster, `0x5e6b29`); forming a group as leader prints one line, for the member the list names last (`0x5e6c94`-`0x5e6cc1`); a raid list prints no party member lines (`0x5e6c01`, `0x5e6cd1`).
- **Raid lines** (`0x4ba5f0`, `0x4ba550`): arrivals print only onto a held roster (`0x4ba725`), departures from `0x4ba7a0`; "You have joined a raid group" when none was held (`0x4ba83a`), and "You have left the raid group" when a non-raid list ends a held raid (`0x4ba55f`).
- **Ending the group**: the leave acknowledgement, `SMSG_GROUP_UNINVITE` and `SMSG_GROUP_DESTROYED` empty the party slots first (`0x4e84a0`), so the empty list that follows names nobody.
- **The chime** (`igPlayerInviteAccept`): queued when a member is seated into no held group (`0x5e6dc6`) or joins a held party (`0x5e6c24`); a raid arrival plays nothing.
Tests: eight new tests fail on the old composition and pass now; `scripts/check.sh` is green.
To see it (two or more characters): accept a party invite and hear the chime, with no "joins the party." lines for members already there; `/leave` prints only "You leave the group."; convert a party of four to a raid and party members see only "You have joined a raid group".
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Party and raid join and leave lines, and the join chime, follow the reference: it composes them from two stores, the party slots and the raid roster, where benilla ran one ungated diff over the whole member list.
Fixes#264. Fixes#268. Fixes#269. Fixes#270.
- **Party lines** (`0x5e6a40`): join lines print only onto a group already held (an occupied slot, `0x5e6afb`, or a raid roster, `0x5e6b29`); forming a group as leader prints one line, for the member the list names last (`0x5e6c94`-`0x5e6cc1`); a raid list prints no party member lines (`0x5e6c01`, `0x5e6cd1`).
- **Raid lines** (`0x4ba5f0`, `0x4ba550`): arrivals print only onto a held roster (`0x4ba725`), departures from `0x4ba7a0`; "You have joined a raid group" when none was held (`0x4ba83a`), and "You have left the raid group" when a non-raid list ends a held raid (`0x4ba55f`).
- **Ending the group**: the leave acknowledgement, `SMSG_GROUP_UNINVITE` and `SMSG_GROUP_DESTROYED` empty the party slots first (`0x4e84a0`), so the empty list that follows names nobody.
- **The chime** (`igPlayerInviteAccept`): queued when a member is seated into no held group (`0x5e6dc6`) or joins a held party (`0x5e6c24`); a raid arrival plays nothing.
Tests: eight new tests fail on the old composition and pass now; `scripts/check.sh` is green.
To see it (two or more characters): accept a party invite and hear the chime, with no "joins the party." lines for members already there; `/leave` prints only "You leave the group."; convert a party of four to a raid and party members see only "You have joined a raid group".
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Floating combat text picks the wrong outcome word for mitigated hits, partly mitigated spell hits, damage-over-time ticks and one spell-miss code. Each now follows the reference's own emitter.
Fixes#42. Fixes#43. Fixes#89. Fixes#349.
- **Melee partials (#42):** tested resist (`0x629efd`), then block (`0x629f15`), then absorb (`0x629f30`); benilla tested absorb first.
- **Direct spell hits (#43):** a landed hit words its first partial as `0x62cd80` does: `SPELL_RESISTED`, else `SPELL_BLOCKED` (carrying the blocked amount), else `SPELL_ABSORBED`, else `SPELL_DAMAGE`; a zero-damage hit tests absorbed, blocked, resisted. The wider cause: benilla applied the direct words to every `SMSG_SPELLNONMELEEDAMAGELOG`. The reference's handler (`0x5e85e0`) sends split damage to `SPLIT_DAMAGE` (`0x62de60`) and a periodic log, gated on `CombatLogPeriodicSpells` (`0x62d9ae`), to the periodic emitter; the text now routes the same three ways.
- **Damage ticks (#89):** a landed tick words `RESIST`, else `ABSORB`, else `DAMAGE` (`0x628100`: `0x628354`, `0x62836c`, `0x62837f`); a zero-damage tick words `SPELL_ABSORBED`, else `SPELL_RESISTED`.
- **Spell-miss codes (#349):** the jump table at `0x62be10` sends code 10, 1 and 12 and up to `SPELL_MISSED` (`0x62bdc3`), and code 0 fires nothing.
Tests: six tests in `combat_log/text.rs`; the two over existing functions fail on the old code, and the new routing is covered by three more. `scripts/check.sh` is green.
To see it (Floating Combat Text on, "Show Damage Reduction" on): a damage-over-time tick now scrolls as damage, "-N", and a partly resisted tick as "N (M resisted)"; a partly resisted spell hit reads "300 (100 resisted)" instead of "-300".
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Floating combat text picks the wrong outcome word for mitigated hits, partly mitigated spell hits, damage-over-time ticks and one spell-miss code. Each now follows the reference's own emitter.
Fixes#42. Fixes#43. Fixes#89. Fixes#349.
- **Melee partials (#42):** tested resist (`0x629efd`), then block (`0x629f15`), then absorb (`0x629f30`); benilla tested absorb first.
- **Direct spell hits (#43):** a landed hit words its first partial as `0x62cd80` does: `SPELL_RESISTED`, else `SPELL_BLOCKED` (carrying the blocked amount), else `SPELL_ABSORBED`, else `SPELL_DAMAGE`; a zero-damage hit tests absorbed, blocked, resisted. The wider cause: benilla applied the direct words to every `SMSG_SPELLNONMELEEDAMAGELOG`. The reference's handler (`0x5e85e0`) sends split damage to `SPLIT_DAMAGE` (`0x62de60`) and a periodic log, gated on `CombatLogPeriodicSpells` (`0x62d9ae`), to the periodic emitter; the text now routes the same three ways.
- **Damage ticks (#89):** a landed tick words `RESIST`, else `ABSORB`, else `DAMAGE` (`0x628100`: `0x628354`, `0x62836c`, `0x62837f`); a zero-damage tick words `SPELL_ABSORBED`, else `SPELL_RESISTED`.
- **Spell-miss codes (#349):** the jump table at `0x62be10` sends code 10, 1 and 12 and up to `SPELL_MISSED` (`0x62bdc3`), and code 0 fires nothing.
Tests: six tests in `combat_log/text.rs`; the two over existing functions fail on the old code, and the new routing is covered by three more. `scripts/check.sh` is green.
To see it (Floating Combat Text on, "Show Damage Reduction" on): a damage-over-time tick now scrolls as damage, "-N", and a partly resisted tick as "N (M resisted)"; a partly resisted spell hit reads "300 (100 resisted)" instead of "-300".
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- farclip High seed 777 declared in SEEDED_DEVIATIONS (owner: High is the
default); test walks the seeded column against every reference row (#6)
- WOW_CAPTURE_CVARS=<file> replaces BENILLA_HOME as the capture cvar fixture (#13)
- label derivation skips session-owned rows, so an env lever no longer
persists graphicsQuality/lightingQuality = Custom (#14)
- /console help strings: restored line continuations + a test (#15)
- WOW_FOLIAGE_WIND read only in a dev build under WOW_CAPTURE (#16)
- fog node skipped at volumetricFog 0 with no lamp; fog and SSAO uniforms
persistent per view, written in prepare (#17)
- tests: every governed graphics row through its observer; OptionsFrame
farclip slider tied to view::FARCLIP_RANGE
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- farclip High seed 777 declared in SEEDED_DEVIATIONS (owner: High is the
default); test walks the seeded column against every reference row (#6)
- WOW_CAPTURE_CVARS=<file> replaces BENILLA_HOME as the capture cvar fixture (#13)
- label derivation skips session-owned rows, so an env lever no longer
persists graphicsQuality/lightingQuality = Custom (#14)
- /console help strings: restored line continuations + a test (#15)
- WOW_FOLIAGE_WIND read only in a dev build under WOW_CAPTURE (#16)
- fog node skipped at volumetricFog 0 with no lamp; fog and SSAO uniforms
persistent per view, written in prepare (#17)
- tests: every governed graphics row through its observer; OptionsFrame
farclip slider tied to view::FARCLIP_RANGE
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Closing a loot window left the looted corpse targeted, and changing target left the old corpse's loot window open.
Fixes#238. Fixes#71.
- **One close routine** (`0x48f200`): every close (CloseLoot, the last row or the coins taken, the server's release response, stepping away) runs the same routine, then deselects the source when it is a unit or player with health 0 or below (`0x48f34f`-`0x48f369`). Before, only the movement close asked, and it keyed on the loot type rather than health. A skinned corpse now loses the selection; a live pick-pocket target keeps it.
- **A selection change closes the old target's loot** (`0x4936cc` → `0x493910` → `0x493974`): Tab, Esc, a click-off or the target's death sends the release before the new selection. A chest window survives a Tab.
- Declaring the loot drain's order against the target update also clears about ninety older undeclared schedule pairs, so the ceiling follows down.
Tests: four new or extended tests fail with the behaviours stubbed out and pass now; `scripts/check.sh` is green.
To see it: kill a mob, loot it and close the window: the target frame clears. Loot a corpse and press Tab with the window open: the window closes and the next mob is targeted.
One wire difference stays and is documented at the seam: when Tab closes a window on a dead target, the reference also sends a `CMSG_SET_SELECTION` of 0 before the new selection (`0x493a2a`). The server ends in the same state.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Closing a loot window left the looted corpse targeted, and changing target left the old corpse's loot window open.
Fixes#238. Fixes#71.
- **One close routine** (`0x48f200`): every close (CloseLoot, the last row or the coins taken, the server's release response, stepping away) runs the same routine, then deselects the source when it is a unit or player with health 0 or below (`0x48f34f`-`0x48f369`). Before, only the movement close asked, and it keyed on the loot type rather than health. A skinned corpse now loses the selection; a live pick-pocket target keeps it.
- **A selection change closes the old target's loot** (`0x4936cc` → `0x493910` → `0x493974`): Tab, Esc, a click-off or the target's death sends the release before the new selection. A chest window survives a Tab.
- Declaring the loot drain's order against the target update also clears about ninety older undeclared schedule pairs, so the ceiling follows down.
Tests: four new or extended tests fail with the behaviours stubbed out and pass now; `scripts/check.sh` is green.
To see it: kill a mob, loot it and close the window: the target frame clears. Loot a corpse and press Tab with the window open: the window closes and the next mob is targeted.
One wire difference stays and is documented at the seam: when Tab closes a window on a dead target, the reference also sends a `CMSG_SET_SELECTION` of 0 before the new selection (`0x493a2a`). The server ends in the same state.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The grading port carries the same attribution header as the other WarcraftXL
ports (used with the author's permission, attribution required).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The grading port carries the same attribution header as the other WarcraftXL
ports (used with the author's permission, attribution required).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>