Commit Graph
1608 Commits
Author SHA1 Message Date
SamandClaude Fable 5 85d62fec73 the paper doll goes half rate, and the parked frame diets
- the paper doll joins the collapsed rig lane and its body panes render every other frame while open, the pose still evaluating at full rate (boothHalfRate CVar) — the open character window's cost at Goldshire ~+2.7 → ~+1.0 ms
- the parked frame's idle diet: avian's dynamics pipeline goes (the world has zero dynamic bodies), the hidden dev overlay stops drawing an empty pass, and a unit's swim state is re-checked only when it moved — 12.8–13.3 → 12.0 ms parked at Goldshire
- the UI tick stops sweeping the whole frame arena three times over: OnUpdate frames and the message and cooldown kinds live on registries kept at their one write site — idle tick 530 → ~195 µs a frame
- the WOW_MEGA_STATIC bracket retires, past its recorded condition now that the retained pass carries its own

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 19:02:44 +07:00
SamandClaude Fable 5 67f9310364 the paper doll goes half rate, and the parked frame diets
- the paper doll joins the collapsed rig lane and its body panes render every other frame while open, the pose still evaluating at full rate (boothHalfRate CVar) — the open character window's cost at Goldshire ~+2.7 → ~+1.0 ms
- the parked frame's idle diet: avian's dynamics pipeline goes (the world has zero dynamic bodies), the hidden dev overlay stops drawing an empty pass, and a unit's swim state is re-checked only when it moved — 12.8–13.3 → 12.0 ms parked at Goldshire
- the UI tick stops sweeping the whole frame arena three times over: OnUpdate frames and the message and cooldown kinds live on registries kept at their one write site — idle tick 530 → ~195 µs a frame
- the WOW_MEGA_STATIC bracket retires, past its recorded condition now that the retained pass carries its own

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 19:02:44 +07:00
SamandClaude Fable 5 5360a44f89 event-driven UI feeds, and the character window's cost lets go
- the eight heaviest UI feeds — spellbook, party, character, bags, talents, units, pet, player — rebuild only when an input moved instead of every frame: 216 → 12 µs a frame parked
- the character window's cost settles once it closes: enchant countdowns feed by the second instead of firing an inventory event into all 20 slots every frame, the paper-doll booth parks with its camera, and a window hidden under the cursor fires OnLeave so its tooltip goes with it — the reference's hover-hide law
- the walk stops paying for finished work: the loading-screen tally's per-placement walk latches off once the world is ready, the settled placement spawner is one integer compare, and billboards stop dirtying every card's transform
- never-rendering hierarchy nodes — rig anchors, joints, doodad hosts — keep the hide chain but leave the per-camera visibility sweep: 25,198 → 18,026 swept entities at Goldshire

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 19:01:11 +07:00
SamandClaude Fable 5 74c3b47a7f event-driven UI feeds, and the character window's cost lets go
- the eight heaviest UI feeds — spellbook, party, character, bags, talents, units, pet, player — rebuild only when an input moved instead of every frame: 216 → 12 µs a frame parked
- the character window's cost settles once it closes: enchant countdowns feed by the second instead of firing an inventory event into all 20 slots every frame, the paper-doll booth parks with its camera, and a window hidden under the cursor fires OnLeave so its tooltip goes with it — the reference's hover-hide law
- the walk stops paying for finished work: the loading-screen tally's per-placement walk latches off once the world is ready, the settled placement spawner is one integer compare, and billboards stop dirtying every card's transform
- never-rendering hierarchy nodes — rig anchors, joints, doodad hosts — keep the hide chain but leave the per-camera visibility sweep: 25,198 → 18,026 swept entities at Goldshire

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 19:01:11 +07:00
SamandClaude Fable 5 447e92aed5 three parked costs burned, two schedules go single-threaded
- the sun flare's terrain-occlusion march re-prices 2 grid cells a frame instead of 768 height queries, the retained pass's published regions go behind an Arc instead of two memcpys, and a unit's splash line is re-read only when its pose changed — −0.66 ms parked at Goldshire, pixels bit-identical
- PostUpdate and the render extract schedule run single-threaded by default — ~620 mostly no-op systems were paying the multi-threaded dispatch premium — −0.90 ms parked at Goldshire, −0.8 walking in Lower Blackrock Spire; WOW_MT_POSTUPDATE and WOW_MT_EXTRACT are the levers back
- GltfPlugin, AntiAliasPlugin and GilrsPlugin leave the boot — machinery for types nothing makes, 31 systems a frame fewer
- WOW_SCHED_CENSUS lists every schedule's systems with their executor-relevant flags, both worlds — the inventory the flips were priced against

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 18:59:48 +07:00
SamandClaude Fable 5 2fbe661a1d three parked costs burned, two schedules go single-threaded
- the sun flare's terrain-occlusion march re-prices 2 grid cells a frame instead of 768 height queries, the retained pass's published regions go behind an Arc instead of two memcpys, and a unit's splash line is re-read only when its pose changed — −0.66 ms parked at Goldshire, pixels bit-identical
- PostUpdate and the render extract schedule run single-threaded by default — ~620 mostly no-op systems were paying the multi-threaded dispatch premium — −0.90 ms parked at Goldshire, −0.8 walking in Lower Blackrock Spire; WOW_MT_POSTUPDATE and WOW_MT_EXTRACT are the levers back
- GltfPlugin, AntiAliasPlugin and GilrsPlugin leave the boot — machinery for types nothing makes, 31 systems a frame fewer
- WOW_SCHED_CENSUS lists every schedule's systems with their executor-relevant flags, both worlds — the inventory the flips were priced against

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 18:59:48 +07:00
SamandClaude Fable 5 6f2d7e8a63 the retained static-world pass ships on by default
- the retained pass pays its churn debts: one shared texture-array pool with each layer encoded once, re-bakes that wait for a quiet window, killed placements leaving the draw runs — VRAM flat at 76 MB parked at Goldshire where it had climbed past 127, GPU 4.2 → 2.0 ms
- a building's furniture joins the pass in its own per-building region, so a prop's arrival never re-bakes the walls — submeshes 28,367 → 7,747 at the Stormwind gates, and Lower Blackrock Spire reads its first win, −0.37 ms
- WOW_STATIC_GX defaults on: negative at all four pins, −1.36 ms walking at Goldshire and −0.76 at the Stormwind gates; WOW_STATIC_GX=0 restores the entity path byte-for-byte

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 18:58:25 +07:00
SamandClaude Fable 5 59e07d5a9a the retained static-world pass ships on by default
- the retained pass pays its churn debts: one shared texture-array pool with each layer encoded once, re-bakes that wait for a quiet window, killed placements leaving the draw runs — VRAM flat at 76 MB parked at Goldshire where it had climbed past 127, GPU 4.2 → 2.0 ms
- a building's furniture joins the pass in its own per-building region, so a prop's arrival never re-bakes the walls — submeshes 28,367 → 7,747 at the Stormwind gates, and Lower Blackrock Spire reads its first win, −0.37 ms
- WOW_STATIC_GX defaults on: negative at all four pins, −1.36 ms walking at Goldshire and −0.76 at the Stormwind gates; WOW_STATIC_GX=0 restores the entity path byte-for-byte

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 18:58:25 +07:00
SamandClaude Fable 5 4510607e91 the static world gets a retained draw pass, dark behind a flag
- behind WOW_STATIC_GX=1, never-fade doodads leave the per-entity renderer for one cross-material draw per 133-yard cell, pixel-identical to the entity path at the 1/255 floor
- WMO group geometry joins the pass with the portal flood as CPU range selection — in Lower Blackrock Spire the entity lane's WMO draws drop 33 → 0, no leak
- the fading doodads ride it too: a doodad inside its feather band is punched out of the retained draw and respawned as an ordinary entity, so the fade is the current look by construction
- correctness banked, performance not yet: the first legs read +2.36 ms at the Stormwind gates and +7.27 parked at Goldshire — per-cell texture arrays rebuilt on every re-bake are the priced cost, WOW_GX_PERF=1 meters the lane

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 18:56:36 +07:00
SamandClaude Fable 5 b395e1a4f2 the static world gets a retained draw pass, dark behind a flag
- behind WOW_STATIC_GX=1, never-fade doodads leave the per-entity renderer for one cross-material draw per 133-yard cell, pixel-identical to the entity path at the 1/255 floor
- WMO group geometry joins the pass with the portal flood as CPU range selection — in Lower Blackrock Spire the entity lane's WMO draws drop 33 → 0, no leak
- the fading doodads ride it too: a doodad inside its feather band is punched out of the retained draw and respawned as an ordinary entity, so the fade is the current look by construction
- correctness banked, performance not yet: the first legs read +2.36 ms at the Stormwind gates and +7.27 parked at Goldshire — per-cell texture arrays rebuilt on every re-bake are the priced cost, WOW_GX_PERF=1 meters the lane

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 18:56:36 +07:00
SamandClaude Fable 5 4080d4feff the static merge defaults on, and the fence pop is gone
- every run now merges the static world: never-fade doodads and interior props bake into per-cell blobs, −0.42 ms at the Stormwind gates and ~−0.2 at Goldshire; WOW_STATIC_MERGE=0 opts out
- the fading doodads stay individual — one translucent draw per cell depth-killed whatever feathered behind it, the lamppost popping in behind a Goldshire fence — and WOW_MERGE_FADERS=1 keeps the dev lane
- merged blobs sort at their own centre instead of the world origin, and their pipeline variants pre-warm so no blob compiles live mid-walk and steps the fade
- roaming converges on the parked shape: a quiet cell re-bakes its fragments into one blob, and a doodad straddling two tiles hands off to a loaded neighbour when its owner tile unloads

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 18:55:03 +07:00
SamandClaude Fable 5 ffa2193a3b the static merge defaults on, and the fence pop is gone
- every run now merges the static world: never-fade doodads and interior props bake into per-cell blobs, −0.42 ms at the Stormwind gates and ~−0.2 at Goldshire; WOW_STATIC_MERGE=0 opts out
- the fading doodads stay individual — one translucent draw per cell depth-killed whatever feathered behind it, the lamppost popping in behind a Goldshire fence — and WOW_MERGE_FADERS=1 keeps the dev lane
- merged blobs sort at their own centre instead of the world origin, and their pipeline variants pre-warm so no blob compiles live mid-walk and steps the fade
- roaming converges on the parked shape: a quiet cell re-bakes its fragments into one blob, and a doodad straddling two tiles hands off to a loaded neighbour when its owner tile unloads

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 18:55:03 +07:00
SamandClaude Fable 5 352b90a1ae the static world merges into per-cell blobs, behind a flag
- behind WOW_STATIC_MERGE=1, never-fade doodads, fading doodads and interior props bake into one mesh per 133-yard cell and material — −0.99 ms at the Stormwind gates, a wash in Lower Blackrock Spire, GPU flat
- the merged faders fade in-shader on the reference's own fading draw state, so the ramp is as smooth as an individual doodad's
- interior props carry their light-probe slot per vertex, and the arrival cover waits for every unbaked blob so a reveal never shows a hole
- a merge census (WOW_MERGE_CENSUS=1) prices each population before it is built — WMO group geometry merges nothing and stays individual

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 18:53:51 +07:00
SamandClaude Fable 5 aab81acc33 the static world merges into per-cell blobs, behind a flag
- behind WOW_STATIC_MERGE=1, never-fade doodads, fading doodads and interior props bake into one mesh per 133-yard cell and material — −0.99 ms at the Stormwind gates, a wash in Lower Blackrock Spire, GPU flat
- the merged faders fade in-shader on the reference's own fading draw state, so the ramp is as smooth as an individual doodad's
- interior props carry their light-probe slot per vertex, and the arrival cover waits for every unbaked blob so a reveal never shows a hole
- a merge census (WOW_MERGE_CENSUS=1) prices each population before it is built — WMO group geometry merges nothing and stays individual

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 18:53:51 +07:00
SamandClaude Fable 5 deae999024 liquids keep time in the shader, and the frame is measured CPU-bound
- water and lava keep time in the shader: the 24 Hz CPU tick that re-uploaded every liquid material is gone, −0.28 ms at the Stormwind gates, and lava scrolls smoothly instead of stepping
- static transform tracking is pinned on — the adaptive check spent two full scans a frame to say yes in a world where movers are 1–3% of the rows
- WOW_MEGA_STATIC merges static geometry per material and 133-yard cell — an experiment lever, priced at −1.15 ms CPU for +0.3 ms GPU at the Stormwind gates
- WOW_GPU_MS times the whole frame on the GPU and reads 2.2 ms against 17.4 CPU at the Stormwind gates: the frame is CPU-bound, so the work ahead is on the CPU side

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 18:50:55 +07:00
SamandClaude Fable 5 a822d99bd4 liquids keep time in the shader, and the frame is measured CPU-bound
- water and lava keep time in the shader: the 24 Hz CPU tick that re-uploaded every liquid material is gone, −0.28 ms at the Stormwind gates, and lava scrolls smoothly instead of stepping
- static transform tracking is pinned on — the adaptive check spent two full scans a frame to say yes in a world where movers are 1–3% of the rows
- WOW_MEGA_STATIC merges static geometry per material and 133-yard cell — an experiment lever, priced at −1.15 ms CPU for +0.3 ms GPU at the Stormwind gates
- WOW_GPU_MS times the whole frame on the GPU and reads 2.2 ms against 17.4 CPU at the Stormwind gates: the frame is CPU-bound, so the work ahead is on the CPU side

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 18:50:55 +07:00
SamandClaude Fable 5 820c406049 the interface labels announce their writes, and the idle tick goes quiet
- a text write names its own label, so the per-frame measure sweep drains a short ledger instead of hashing every font string twice — ~0.3 ms a frame at the Stormwind gates, gone
- the idle interface tick stops re-writing settled state: buff durations and the weapon-enchant frame write only on change, and the fade and unit-popup drivers park until woken
- the interface extract skips a hidden region before cloning its row, not after
- WOW_UPLOAD_BUDGET=<MB> brackets the arrival burst's upload pacing — a lever for measuring world entry, not a fix yet

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 18:48:12 +07:00
SamandClaude Fable 5 19e861bb96 the interface labels announce their writes, and the idle tick goes quiet
- a text write names its own label, so the per-frame measure sweep drains a short ledger instead of hashing every font string twice — ~0.3 ms a frame at the Stormwind gates, gone
- the idle interface tick stops re-writing settled state: buff durations and the weapon-enchant frame write only on change, and the fade and unit-popup drivers park until woken
- the interface extract skips a hidden region before cloning its row, not after
- WOW_UPLOAD_BUDGET=<MB> brackets the arrival burst's upload pacing — a lever for measuring world entry, not a fix yet

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 18:48:12 +07:00
SamandClaude Fable 5 8522c65937 the lava bubbles move again, and the bonfire keeps its wood
- Blackrock Mountain's lava bubbles animate at last: their sprite's flip-book channel was baked from a sequence they never play — UV and tint loops now bake per sequence, and a placement whose sequences disagree gets its own material
- a bonfire's logs were vanishing while its flame burned on: a body planted just under its own floor now claims the room above it, and the flame card and fire sound follow the body's cull instead of outliving it
- a WMO prop's animation host stops being cull-tested as an object in its own right
- WOW_TILE_RADIUS's doc now states its real default, 2, and why

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:27:28 +07:00
SamandClaude Fable 5 b932302d79 the lava bubbles move again, and the bonfire keeps its wood
- Blackrock Mountain's lava bubbles animate at last: their sprite's flip-book channel was baked from a sequence they never play — UV and tint loops now bake per sequence, and a placement whose sequences disagree gets its own material
- a bonfire's logs were vanishing while its flame burned on: a body planted just under its own floor now claims the room above it, and the flame card and fire sound follow the body's cull instead of outliving it
- a WMO prop's animation host stops being cull-tested as an object in its own right
- WOW_TILE_RADIUS's doc now states its real default, 2, and why

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:27:28 +07:00
SamandClaude Fable 5 802845981f the Rookery eggs hatch, and the bubble finds its height
- UBRS's Rookery eggs hatch on approach now: the trap's despawn-anim packet was silently dropped and the entity freed the instant the destroy landed — the packet is parsed, and the reference's refcount pin holds the egg alive through its 2.7 s burst before it goes
- the AQ drakes' crawl is the server's doing: vmangos flies cyclic paths at walk speed, and the client's ride measures exact against the wire — the motion is inspectable now, down to a per-spline trace
- the chat bubble sits at the height 1.12 gives it: a latched constant from the model's stand box, replacing the posed-attachment anchor the RE just refuted
- the trigger-creature render gate folds back from the binary, byte citations corrected

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:26:18 +07:00
SamandClaude Fable 5 911f974e09 the Rookery eggs hatch, and the bubble finds its height
- UBRS's Rookery eggs hatch on approach now: the trap's despawn-anim packet was silently dropped and the entity freed the instant the destroy landed — the packet is parsed, and the reference's refcount pin holds the egg alive through its 2.7 s burst before it goes
- the AQ drakes' crawl is the server's doing: vmangos flies cyclic paths at walk speed, and the client's ride measures exact against the wire — the motion is inspectable now, down to a per-spline trace
- the chat bubble sits at the height 1.12 gives it: a latched constant from the model's stand box, replacing the posed-attachment anchor the RE just refuted
- the trigger-creature render gate folds back from the binary, byte citations corrected

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:26:18 +07:00
SamandClaude Fable 5 287b109773 the bubble's pale lines, and the trigger NPC finally hides
- the pale lines through the speech bubble were its backdrop atlas bleeding across its own slices under magnification; the slices now inset, verified per row against the real backdrop bytes
- a bubble that never appears can say why: all seven silent refusals report themselves under the bubble trace
- the invisible trigger creature goes invisible at last — there is no server flag to consume; its model is authored empty, and the black slab people kept meeting was our own placeholder cube. a display that names a model now draws exactly what that model builds, including nothing
- a census probe lists which streamed entities are standing as placeholder cubes, and on which displays

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:22:57 +07:00
SamandClaude Fable 5 a5637837b4 the bubble's pale lines, and the trigger NPC finally hides
- the pale lines through the speech bubble were its backdrop atlas bleeding across its own slices under magnification; the slices now inset, verified per row against the real backdrop bytes
- a bubble that never appears can say why: all seven silent refusals report themselves under the bubble trace
- the invisible trigger creature goes invisible at last — there is no server flag to consume; its model is authored empty, and the black slab people kept meeting was our own placeholder cube. a display that names a model now draws exactly what that model builds, including nothing
- a census probe lists which streamed entities are standing as placeholder cubes, and on which displays

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:22:57 +07:00
SamandClaude Fable 5 76f316d040 the creature vocal gates fold back from the binary
- fidget vocals play through the reference's three gates byte-exact — the chance roll, the mute classes, the routing — replacing the interim guesses that shipped with the sound lane
- the owl's constant screech is a proven negative: the reference fires the wing-flap on every animation loop too, and a live count measured ours at exactly the authored rate — so the report stays open as an A/B question, not closed as a fix
- every fired animation event key can be traced now, the asking half of the sound instrument
- the worktree janitor names the dead claim it cannot reap instead of skipping it silently

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:22:00 +07:00
SamandClaude Fable 5 57569a5b90 the creature vocal gates fold back from the binary
- fidget vocals play through the reference's three gates byte-exact — the chance roll, the mute classes, the routing — replacing the interim guesses that shipped with the sound lane
- the owl's constant screech is a proven negative: the reference fires the wing-flap on every animation loop too, and a live count measured ours at exactly the authored rate — so the report stays open as an A/B question, not closed as a fix
- every fired animation event key can be traced now, the asking half of the sound instrument
- the worktree janitor names the dead claim it cannot reap instead of skipping it silently

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:22:00 +07:00
SamandClaude Fable 5 d3c1a501de buffed stats go green, and the bear stops stacking its roar
- gear and buff bonuses finally render green in the character sheet, tooltips naming the unbuffed base — the stat-split fields are int on the wire and were decoded as float, which rounded every bonus to zero
- the bear pet's aggro roar played 63 times in two minutes and stacked into a phasing growl; it now plays through the reference's per-unit voice channel, where a live bark drops the next
- the chat bubble stops jittering: its anchor lagged the body by a frame, and it now snaps to the device pixel grid like the nameplate under it

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:06:24 +07:00
SamandClaude Fable 5 d64748098a buffed stats go green, and the bear stops stacking its roar
- gear and buff bonuses finally render green in the character sheet, tooltips naming the unbuffed base — the stat-split fields are int on the wire and were decoded as float, which rounded every bonus to zero
- the bear pet's aggro roar played 63 times in two minutes and stacked into a phasing growl; it now plays through the reference's per-unit voice channel, where a live bark drops the next
- the chat bubble stops jittering: its anchor lagged the body by a frame, and it now snaps to the device pixel grid like the nameplate under it

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:06:24 +07:00
SamandClaude Fable 5 39f5953a7e VSync joins the video options, the chat dock goes quiet
- VSync is a player setting on the Graphics page now — 1.12's own gxVSync, persisted like every other CVar — instead of a dev-HUD checkbox
- the perf HUD collapses to one surface that says everything once, at a deliberate, governed width; the badge stops crying wolf
- the idle chat dock stops repainting itself every frame — the fade applier gets the gate the reference carries twice over, and hovering still reveals the hidden tabs
- the tick can name who spent it: per-handler self/total attribution at the one seam where every handler fires

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:04:53 +07:00
SamandClaude Fable 5 71a3efb55c VSync joins the video options, the chat dock goes quiet
- VSync is a player setting on the Graphics page now — 1.12's own gxVSync, persisted like every other CVar — instead of a dev-HUD checkbox
- the perf HUD collapses to one surface that says everything once, at a deliberate, governed width; the badge stops crying wolf
- the idle chat dock stops repainting itself every frame — the fade applier gets the gate the reference carries twice over, and hovering still reveals the hidden tabs
- the tick can name who spent it: per-handler self/total attribution at the one seam where every handler fires

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:04:53 +07:00
SamandClaude Fable 5 5ce93810b0 the autocast shine squares up, and a pill watches the tail
- the shine's stars size by the screen diagonal instead of a frozen 4:3 constant, so a widescreen window stops blobbing them
- each button's shine wears its own authored geometry: the spell book's 36x36 model rect at 1.22 scale, not the pet bar's — and its autocast brackets reach the button's corners with the glow sharing their centre
- one deliberate deviation, recorded as such: the spell book's shine borrows the pet button's rim ratio, because the reference's own washes out there
- the perf HUD gains a pill that measures frame cost and its tail, and latches the spike that would otherwise scroll away

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:03:18 +07:00
SamandClaude Fable 5 46275aeb37 the autocast shine squares up, and a pill watches the tail
- the shine's stars size by the screen diagonal instead of a frozen 4:3 constant, so a widescreen window stops blobbing them
- each button's shine wears its own authored geometry: the spell book's 36x36 model rect at 1.22 scale, not the pet bar's — and its autocast brackets reach the button's corners with the glow sharing their centre
- one deliberate deviation, recorded as such: the spell book's shine borrows the pet button's rim ratio, because the reference's own washes out there
- the perf HUD gains a pill that measures frame cost and its tail, and latches the spike that would otherwise scroll away

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:03:18 +07:00
SamandClaude Fable 5 2381df5a58 the layout graph is maintained, and the shine draws for real
- the interface's layout graph is maintained as anchors change instead of rediscovered from scratch: 1.48 ms per mutated frame becomes 34 µs, and end to end a running cast now costs +0.14 ms where it cost +4.33
- the autocast shine draws its authored population — 1200 particles through the star's own projection, spinning as the model says
- the shine is clipped to its own widget: the model frame installs its rect as the viewport, so nothing it draws leaves the button

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:01:46 +07:00
SamandClaude Fable 5 9e148a8d4f the layout graph is maintained, and the shine draws for real
- the interface's layout graph is maintained as anchors change instead of rediscovered from scratch: 1.48 ms per mutated frame becomes 34 µs, and end to end a running cast now costs +0.14 ms where it cost +4.33
- the autocast shine draws its authored population — 1200 particles through the star's own projection, spinning as the model says
- the shine is clipped to its own widget: the model frame installs its rect as the viewport, so nothing it draws leaves the button

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:01:46 +07:00
SamandClaude Fable 5 e4b6776b81 the autocast shine stops eating frames, sunken NPCs surface
- the pet bar's autocast shine cost +4.25 ms a frame for one button: its 92 script-side SetPoints forced two whole-roster anchor solves every frame — the shine now draws from a native lane, re-measured at +0.03 ms with what is drawn bit-faithful to before
- an NPC that spawned under its own floor — a cellar wolf, a pet at login — now measures its ground clamp from the server's seat instead of its own last answer, and climbs out
- a running cast cost ~4 ms a frame in layout gate walks; a mutated frame now takes one walk, not three, and the settled interface is pinned at zero

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:00:19 +07:00
SamandClaude Fable 5 b3e2f68c11 the autocast shine stops eating frames, sunken NPCs surface
- the pet bar's autocast shine cost +4.25 ms a frame for one button: its 92 script-side SetPoints forced two whole-roster anchor solves every frame — the shine now draws from a native lane, re-measured at +0.03 ms with what is drawn bit-faithful to before
- an NPC that spawned under its own floor — a cellar wolf, a pet at login — now measures its ground clamp from the server's seat instead of its own last answer, and climbs out
- a running cast cost ~4 ms a frame in layout gate walks; a mutated frame now takes one walk, not three, and the settled interface is pinned at zero

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:00:19 +07:00
SamandClaude Fable 5 970cac46c2 material animation stops touching assets: one shared table
- a drawn animated material — scrolling texture, pulsing tint — is never mutated again: the animation rides delta rows in a shared region of the light buffer, folded branch-free in the shader, with zero as identity
- the churn that came with mutating assets dies by construction — no per-material modified ratchet, no far-twin re-inserts — and capture parity is bit-exact
- the portal flood's answer goes compare-then-write, clearing the ground for a static-visibility lane
- the single-threaded PostUpdate probe answered: cheaper on mean cpu, parked on a tail-latency class, kept as a documented lever

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 16:58:39 +07:00
SamandClaude Fable 5 81b5ed59cb material animation stops touching assets: one shared table
- a drawn animated material — scrolling texture, pulsing tint — is never mutated again: the animation rides delta rows in a shared region of the light buffer, folded branch-free in the shader, with zero as identity
- the churn that came with mutating assets dies by construction — no per-material modified ratchet, no far-twin re-inserts — and capture parity is bit-exact
- the portal flood's answer goes compare-then-write, clearing the ground for a static-visibility lane
- the single-threaded PostUpdate probe answered: cheaper on mean cpu, parked on a tail-latency class, kept as a documented lever

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 16:58:39 +07:00
SamandClaude Fable 5 4ff2a8ebcf performance night: the interface splices and the walks go filtered
- a single animating entry — the resting blink, a sweeping cooldown — now re-converts alone and stitches into last frame's interface quads instead of dragging the whole batch through conversion, and the staleness sweep stops allocating
- two physics levers measured and flipped: entity clusters and the pre-step transform propagation both default off, −0.28 and −0.40 ms at the Stormwind gates
- the per-frame hygiene basket: env lookups cached once, both mouseover walks filtered by archetype instead of touching every streamed object, ground-shade cards resolve to their nearest shaded root, the nameplate steady frame stops allocating and stops dirtying transforms
- new meters for what remains: an animation memo-sizing counter and a lever that prices the physics stack's rate

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 16:56:48 +07:00
SamandClaude Fable 5 0205065957 performance night: the interface splices and the walks go filtered
- a single animating entry — the resting blink, a sweeping cooldown — now re-converts alone and stitches into last frame's interface quads instead of dragging the whole batch through conversion, and the staleness sweep stops allocating
- two physics levers measured and flipped: entity clusters and the pre-step transform propagation both default off, −0.28 and −0.40 ms at the Stormwind gates
- the per-frame hygiene basket: env lookups cached once, both mouseover walks filtered by archetype instead of touching every streamed object, ground-shade cards resolve to their nearest shaded root, the nameplate steady frame stops allocating and stops dirtying transforms
- new meters for what remains: an animation memo-sizing counter and a lever that prices the physics stack's rate

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 16:56:48 +07:00
SamandClaude Fable 5 49ba9d599b the bevy 0.19 excursion: graded 5.5 ms slower lane-for-lane, rolled back
- the full bevy 0.19 / avian 0.7 / egui 0.35 port landed and rendered at visual parity, then profiling matched the lanes honestly: +5.5 ms against 0.18 in our scenes, priced to three named buckets — so it was reverted the same day, with the pins mapped for a future release
- back on 0.18 the client is faster than 0.18 ever ran here, keeping both performance days' wins
- what the hunt left behind: the material-animation scan visits only rows that can be registry keys, and a capture that settles on an all-black image now says EMPTY instead of grading it

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 17:54:09 +07:00
SamandClaude Fable 5 e3f9b7f400 the bevy 0.19 excursion: graded 5.5 ms slower lane-for-lane, rolled back
- the full bevy 0.19 / avian 0.7 / egui 0.35 port landed and rendered at visual parity, then profiling matched the lanes honestly: +5.5 ms against 0.18 in our scenes, priced to three named buckets — so it was reverted the same day, with the pins mapped for a future release
- back on 0.18 the client is faster than 0.18 ever ran here, keeping both performance days' wins
- what the hunt left behind: the material-animation scan visits only rows that can be registry keys, and a capture that settles on an all-black image now says EMPTY instead of grading it

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 17:54:09 +07:00
SamandClaude Fable 5 a626e29c39 performance day two: the resting interface stops rebuilding itself
- the resting player's blinking status glow was rebuilding the whole interface's batches every frame — a run whose bytes didn't move is no longer rewritten, worth 1.17 ms at Stormwind
- doodad skeletons collapse into the pose buffer and parked rigs skip the model pass; doodad and prop hulls weld into batched trimeshes
- the Update schedule runs on the single-threaded executor by default, measured faster than the multithreaded one for this frame
- a parked camera stops claiming to move every frame

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 17:52:00 +07:00
SamandClaude Fable 5 11a889bc56 performance day two: the resting interface stops rebuilding itself
- the resting player's blinking status glow was rebuilding the whole interface's batches every frame — a run whose bytes didn't move is no longer rewritten, worth 1.17 ms at Stormwind
- doodad skeletons collapse into the pose buffer and parked rigs skip the model pass; doodad and prop hulls weld into batched trimeshes
- the Update schedule runs on the single-threaded executor by default, measured faster than the multithreaded one for this frame
- a parked camera stops claiming to move every frame

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 17:52:00 +07:00
SamandClaude Fable 5 21e3fc4f06 the performance hunt, day one: the frame sheds 1.85 ms
- UI layout solves what moved, not what exists — hovering a full bag no longer re-solves the whole interface
- world albedo textures stop keeping a second copy of themselves in RAM
- collision gets a coarse grid for oversized slabs (32x fewer triangles tested), idle units stop re-asking the ground every frame, and anchors spawn on first consumer instead of by the thousand
- aura and loot watchers scan when the store changes rather than on the clock, and static-transform tracking and plate reaping join the sweep

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 17:49:54 +07:00
SamandClaude Fable 5 d99435beb8 the performance hunt, day one: the frame sheds 1.85 ms
- UI layout solves what moved, not what exists — hovering a full bag no longer re-solves the whole interface
- world albedo textures stop keeping a second copy of themselves in RAM
- collision gets a coarse grid for oversized slabs (32x fewer triangles tested), idle units stop re-asking the ground every frame, and anchors spawn on first consumer instead of by the thousand
- aura and loot watchers scan when the store changes rather than on the clock, and static-transform tracking and plate reaping join the sweep

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 17:49:54 +07:00
SamandClaude Fable 5 38d8502bb7 addon-screen polish, and item glows return to the paper doll
- every glue-screen string renders its colour markup — the addon tooltip included, which used to print its |cff… codes raw
- the addon list's scroll knob finally drags, on one shared slider law: press anywhere on the track and the knob warps under your cursor and follows, exactly as 1.12's slider behaves
- item effects survive the character sheet and dressing room again — a booth bake is premultiplied by construction and is no longer premultiplied twice, which had been erasing every glow hanging in the space beside the model
- the login one-shot announcements wait for the in-game UI to exist before they fire

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 17:47:33 +07:00
SamandClaude Fable 5 8c19ed0836 addon-screen polish, and item glows return to the paper doll
- every glue-screen string renders its colour markup — the addon tooltip included, which used to print its |cff… codes raw
- the addon list's scroll knob finally drags, on one shared slider law: press anywhere on the track and the knob warps under your cursor and follows, exactly as 1.12's slider behaves
- item effects survive the character sheet and dressing room again — a booth bake is premultiplied by construction and is no longer premultiplied twice, which had been erasing every glow hanging in the space beside the model
- the login one-shot announcements wait for the in-game UI to exist before they fire

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 17:47:33 +07:00
SamandClaude Fable 5 77b54ab3cc glyphs at their true size — the ladder that scrambled text is gone
- text rasterizes every glyph at its exact on-screen size, on demand — the fixed size ladder and its rescale-after-snap are gone, the machinery that left names scrambled and lines off their baseline after a window resize
- the worldport ack now rides the load's completion the way the real client sends it, and the near-teleport echo stands alone as the whole handshake
- a floating combat number whose anchor leaves the screen is destroyed rather than dragged to the border, and a trailing line break ends its line instead of opening a new one
- entering the world, the loading cover provably presents before the UI builds behind it, holds the world's audio while it is up, and fails closed

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 17:45:34 +07:00
SamandClaude Fable 5 924cdd903f glyphs at their true size — the ladder that scrambled text is gone
- text rasterizes every glyph at its exact on-screen size, on demand — the fixed size ladder and its rescale-after-snap are gone, the machinery that left names scrambled and lines off their baseline after a window resize
- the worldport ack now rides the load's completion the way the real client sends it, and the near-teleport echo stands alone as the whole handshake
- a floating combat number whose anchor leaves the screen is destroyed rather than dragged to the border, and a trailing line break ends its line instead of opening a new one
- entering the world, the loading cover provably presents before the UI builds behind it, holds the world's audio while it is up, and fails closed

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 17:45:34 +07:00