Commit Graph
15 Commits
Author SHA1 Message Date
Sam SungandClaude Opus 5.5 fdfd8d39ec 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 8952d590e6 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 8562fb0ef1 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 a255b93504 a chest fades out, a held key survives an alt-tab, the blits go
- a looted chest fades out over two seconds on the reference's own smoothstep, from the alpha it is showing, instead of blinking away; every destroy and out-of-range exit takes the fade (2198, 2203)
- opening a chest goes through the cast ladder, so mashing right-click no longer cancels the running cast bar with "Another action is in progress" (2199)
- a held key resumes after an alt-tab: a repeat is a key we already have down, not the OS repeat bit, as the reference classifies it (2204)
- both upscaling blits are skipped: the world's combine and the UI's gamma decode write their camera's target themselves, pixel-identical, and the costliest pass on the lab's RTX is gone (2206)
- WOW_GPU_PASSES prints the journal's per-pass GPU split beside each row (2205)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-15 16:54:29 +07:00
SamandClaude Fable 5.1 0a3c0692b1 pfUI's hdgraphic runs, the plates settle, and the water camera comes out
- pfUI's hdgraphic module runs: SetWorldDetail and GetWorldDetail are real verbs with the reference's three stops, and the near clip plane is a live setting at 0.100 yd rather than a frozen 0.111 (2163)
- nameplates stop drawing a black box on hover or click, stop jittering a frame behind a moving creature, and a unit that walks into range later gets its plate; a unit with no level wears no skull, and the wheel zooms over a plate (2168)
- the faint one-pixel box around every letter of a magnified overhead name is gone, each glyph now carrying its own transparent padding; interface text drawn at 1:1 is byte-identical (2169)
- the camera's water collision comes back out for now: its pivot corridor dropped the camera a yard in one frame at head depth, which is the snapping reported around the surface while swimming (2165)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-11 21:02:02 +07:00
SamandClaude Fable 5.1 8584b89274 guild lines are message ids, mail sends again, and the shadow fades in
- the guild lines are message ids: `ui_guild/lines.rs` carried 34 English constants and two hand-rolled fill helpers and pushed composed text onto the chat log — 2045's largest ratchet row and the one file its rule had no route for, because `UiError`'s doc claimed the 1.12 formats use at most one `%s` and one `%d` and the type was built to match, while `ERR_GUILD_PROMOTE_SSS` is "%s has promoted %s to %s." — a wrong sentence in a doc had become a wrong type, and the wrong type had made a file's worth of drift structurally necessary; `CGGameUI::DisplayError` (`0x496720`) is cdecl varargs — `add esp,4` bare, `add esp,8` with one string, `SMSG_GUILD_INVITE` pushing two with the stack check exact at `0x30 + 0x60 = 0x90`, and `SMSG_GUILD_EVENT`'s emitter tail `0x5e745f` passing one, two or three off `strCount` — so `UiError` carries an ordered heterogeneous `Vec<FillArg>` (`S(String) | D(i64)`, since `ERR_USE_LOCKED_WITH_SPELL_KNOWN_SI` is String-then-Integer) behind four constructors naming the reference's call shapes (`key`, `s`, `strings`, `args`), twenty sites migrated; what the catalog knew and composed text could not carry: `ERR_GUILD_NAME_INVALID`/`ERR_GUILD_NAME_EXISTS_S` are kind 2 — the red line — and went to chat, `ERR_GUILD_CREATE_S`/`ERR_INVITED_TO_GUILD_SS` carry the LEVELUP cue and `ERR_GUILD_PERMISSIONS` (type_tag `0x3e`) is one the reference speaks (1815), all three silent; the default arm was missing outright — `0x5e745a` pushes `0x69` = `ERR_GUILD_INTERNAL` for `0x09` and every id past `0x0d`, catalog row 105 the whole time, so `TABARD_CHANGE` had been silent under a comment calling the key unsettled; a short `strCount` is passed SHORT (0 and ≥ 4 pass zero strings) so a starved specifier reads "…promoted Furor to %s.", not "…to ."; `/ginfo` deliberately stays off the queue — `GUILD_NAME_TEMPLATE`/`GUILD_INFO_TEMPLATE` are not catalog rows, `0x5e6fb0` resolves each token through the VM and emits chat itself, and a non-row key through `Shown::keyed` would turn a chat line red — so it waits on the guild feed and goes out unkeyed, the enUS month-day-year swap with it; the `_S` arity is asserted from the key names, 22 of 22; the ratchet row is deleted, 208 over 31 files remain (2054)
- a unit's blob shadow asks the UNIT for its alpha: the lane gathered live `RenderFade`s off a unit's part entities and read "no part is fading" as 1.0 — true of a settled unit and exactly backwards for arrival, where a streamed unit holds `PendingAppearFade` with no `RenderFade` anywhere until the world is shown, so its parts were deliberately invisible while the shadow drew fully opaque; measured on a probe login: alpha 1.000 from t 0.61 to the arm at t 3.51, then 0, then the ramp — 2.9 s of dark oval under no creature, the symptom `model_render_alpha`'s own "pending ⇒ 0" law (0827) already named for emitters and ribbons; `model_fade::UnitRenderAlpha` is the one door, composed from the ROOT where `UnitAppearFade` tells pending from settled, published as one question rather than its three inputs so a caller cannot reassemble the mistake, and `DespawnFade::armed()` retires the `-1.0` sentinel from every caller; the world API wall goes 177 → 178; and wow-re settled what the shadow's alpha IS, four questions VERIFIED: it reads `CM2Model+0x180` through `0x710ca0`, not `+0x19c`; that slot carries the appear and despawn ramps, the self fade AND the CharProc-14 aura — `0x60d180` drives the same `StartAlphaFade` the appear fade does, so a stealthed unit's shadow now dims with its body — and not the per-batch M2 colour/weight tracks; and the reference draws nothing under a not-yet-shown object either (`+0x180 = 1.0 · 0.0`, written 30 bytes before the read), so this is fidelity, not taste; three module-doc claims corrected against it: the dead `0x683ea5` gate, the registration handoff (GameObjects and DynamicObjects never cast; units, players and corpses always do), and 1277's `InheritedVisibility` gate, which the reference lacks and stays ours on purpose (2055)
- the mail stationery list was empty for the whole session, and every send with it: the five `dropping command — not connected` lines at login, once named, were `ItemQuery` for all five `Stationery.dbc` rows — `feed_mail` carried no run condition and asked from the login screen before the socket existed, the asks evaporated in the io thread, and `Items::template` had already latched all five in its ask-once `pending` set, cleared on disconnect and never on connect, so they were never re-asked and the stock `SendMailFrame_Reset`'s row-1 selection left every send silently unsent; the list now waits for a self player, and `release_ask_once_latches_on_enter` clears the pending sets at world enter, the counterpart the disconnect teardown never had — a redundant re-ask costs one packet, a wrong latch costs a dead feature nobody can see is dead; and three more log lines answer for themselves: a control character is answered before the shape — a newline is a line break the markup parser consumes, not a missing glyph — so the warn stays meaningful for a glyph a face genuinely lacks; the blend-check's one-frame run is the specialization tick catching up with a material swap, a real login showing four entries clear 26 ms later, so the warn waits for a run to SURVIVE the tick and a one-frame run is recorded at debug; and the audio starve line carries the wall span it covered beside the time it counted and the position it saw advance, because a 1.0 s window still closed 0.756 s of wall after the stream started on `Time<Real>` — if they disagree the caller's clock is still wrong, if they agree the starvation is real

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 19:41:57 +07:00
SamandClaude Fable 5.1 bc1a2428dd the loading screen lets nothing through, and the micro buttons go stock
- units could be hovered through the loading screen — the sword cursor gave it away: the world pick chain has no state gate, one of fifty-one input sites, so a gate per consumer is a rule that regresses; the cut is at the source instead — one `PreUpdate` system empties the button planes, drains the raw queues, zeroes the accumulators and blanks the window's cursor position while the cover is up (the alt-tabbed-away state every consumer already handles); a press under the cover never happened, a held button is released once, a gesture in flight is cancelled, and a wall test counts the channels; the reference does the same — its raise registers a veto stub (`0x406a50`) on five event-bus categories — and one gap closed with it: the reference parks the plain arrow and drops any item overlay before the screen goes up, where benilla kept a held item's icon over the loading art (1986, 1990)
- the micro-button row is the reference's own `MainMenuBarMicroButtons.xml`, our transcription deleted — no engine verb was missing, and the whole engine-side cost is one alias, `SoundOptionsFrame = OptionsFrame`, because the stock file reads the reference's three options windows and ours is the one window for all three; what the stock file brings back: `UpdateTalentButton`'s own −2 re-seat (the five buttons after the talent button sit 1 px further right — the reference's own pixel), the raw binding token in the hover label (`(C)`, `(SHIFT-P)`), the sixty-second talent-button pulse on a ding while the sheet is closed (0304's scope-out retired), the keyring arm, and "Abilities" on the spellbook hover for a character with no spells; `BenillaActionBarArt_SeatAbove` goes with the file — a child is born one level above its parent (`SetParent` `0x76ab65`), the seat it set by hand (1987)
- hovering the player arrow on the stock world map showed an empty tooltip: narrower than 4:3 the map is scaled under 1, and our `MouseIsOver` had dropped the reference's division by `GetEffectiveScale` as "always 1" — the frame getters answer in the frame's own units, `GetCursorPosition` in the screen's; the division is back, and the region getters divide by their owner's scale too; and the ready check times out: the stock `UIParent.xml` ticks `CheckReadyCheckTime` every frame, the one unbound name in that file's way, so the mechanism behind it is built — a 30 s deadline and a "has not answered" flag per roster entry, the leader getting no popup while members print "%s has initiated a ready check" and get it, and on expiry `RAID_MEMBERS_AFK` with the unanswered names or `READY_CHECK_NO_AFK`, the last answer closing the check at once (1985, 1989)
- a review of the floor grind closed eight stale-input and bypassed-side-effect siblings the gates had left open: a never-placed card places on a still frame, the dormant-emitter skip sits below the emitter's lifetime blocks, PVS changes (not only spawns) un-still the gates, the appear ramp's retirement and a far-side unmark come due, a host born under a parked camera is judged, the projection counts as a still input, a fresh palette range is zeroed, the stable feed runs once more after a close, the unit publisher's viewer query is filtered, solo UI materials are reused by key, and the draw-list cache compares exactly; and three doc links the chat window's stock move (1948) left dangling point at what replaced them — the colour table and the tell ring are the stock Lua's now — which is what had the doc-links gate (1925) red on main

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 21:01:38 +07:00
SamandClaude Fable 5.1 e800974806 still frames skip settled work, and a guild can design its tabard
- on a still frame the world stops redoing settled work — each cut an exact gate, measured with the process pinned to the efficiency cores, where the main thread IS the frame: point lookups go through the water index, a terrain column tests its cell's four fan triangles, not the chunk's 256 (−1.3 ms), the flare march resolves its tile once, the static-world publish and light blob write only on change, billboards, emitter gates (off the new-portal edge), doodad-anim verdicts, the visibility walk, the unit publisher (its filter a named type), a rampless unit's alpha and the stable feed skip when nothing moved, the rig evaluator reuses its scratch, dormant emitters skip their step, child wiring visits pending emitters only, the shade map persists, and the terrain streamer skips its walk once settled; alone parked 25.4 → 21.6–22.8 ms of main thread, 32 → 36–38 fps there with nothing on screen (1979, 1982)
- the UI tick got the same treatment: a solo run's colour rides the material, not the mesh — the glow pulse's one `Assets<Mesh>` write a frame had armed bevy's asset-changed probes over ~44 k `Mesh3d` rows (−1.0 ms); script object ids index a dense map instead of a hash, where every scripted method call starts (−0.7 ms); the draw list is fingerprint-cached, walked every frame and sorted only when it changed (the list a named type); and the instrument that made the gates count at all: the first battery read flat until the probe printed how many frames each gate input had read as changed — `noisy=[cam:0,dbg:299,view:0,win:0,claim:0]` — one dev system took `&mut` on `DebugState` every frame to test a flag, so bevy marked it changed on 299 of 300 frames and silently disarmed every gate reading `debug.is_changed()`; it reads the flag first now, and the counters stay on the probe line (1982)
- two of the new gates were wrong the day they landed and are fixed in the same snapshot: the streamer's settled skip engaged the frame `complete` flipped, with the retained pass still baking the new cells, and froze the undrawn count `presentable()` reads above zero — the loading screen stayed up for good after a `.tele`; it now waits for a paced, presentable, complete world and keeps that count fresh; and the still-frame gates read the camera's `GlobalTransform`, which moves only after propagation — which runs after them — so a teleport frame carried every host's pre-snap verdict across the snap (a lamppost glow due to park kept its clock, over-bright after the `.tele`); the gates read the seat's own `Transform` write too (1982)
- a guild master can design the guild's tabard: the reference's own `TabardFrame.xml` joins the manifest (benilla never had the window), opened only from the wire — the click ladder's TabardDesigner arm now sends `MSG_TABARDVENDOR_ACTIVATE` and the Battlemaster arm its own hello (1861's two deviations retire); the `TabardModel` method table runs over five ints bounded by the `.rdata` table `{170, 17, 6, 17, 51}`, the design previews on the player's own body so the pane and the world show one look, and `Save` runs the fourteen pre-flight checks in the reference's order; the world frame is the reference's own `WorldFrame.xml` too — the framerate readout is live on CTRL-R — and the carve settled its kind: a `Frame` to Lua, a one-shot type, the sole tenant of stratum WORLD, and not "over the UI" when hovered, so world clicks and camera look stay live while its scripts fire (1977, 1983, 1984)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 21:00:42 +07:00
SamandClaude Fable 5 c4f432d0c3 the world map blips are the reference's, and particles go untinted
- the world map speaks the reference's names: WorldMapTooltip is declared (six corpus addons index it; pfUI dies on it at file scope), the blackout frame takes the reference's spelling BlackoutWorld, and the four hand-written party blips become the reference's own unit-blip templates — all 44 blips as instances, each with its published $parentIcon, the name pfUI recolours group blips by class through; the 40 raid ones are declared but not positioned yet, named in the OUT list rather than faked
- the templates addons build their own buttons from are published: ItemButtonTemplate, ContainerFrameItemButtonTemplate and the bag-slot chain — most of the handler scripts were live the whole time (this client executes the reference's own container and paper-doll code off the player's patch chain), so what was missing was mostly declarations, not behaviour — the bank arm stays out and is named as the omission it is; OptionsFrameSliders becomes real, with the three Graphics rows reading it and re-reading on show, so an addon's write to a slider's bounds actually moves the slider; and the template census that had ranked these at "zero demand" learns to see a local bound to a literal — its table went from 3 rows to 7
- the bindings answer in 1.12's own shapes: Button:IsEnabled() answers the NUMBER 1 or 0 (0 is truthy in Lua, so the reference's own == 0 tests got false forever, and three of our files had hand-worked around the divergence rather than fixed it); the constructors' string arguments are four shapes, not one rule — pfUI passes a Button where a template name goes and the reference constructs the FontString and ignores it; SetInventoryItem returns THREE values, the reference's own paper doll destructuring repairCost; UnitIsVisible is object presence and nothing else (57 bytes, one branch, no distance — an out-of-range party member is exists-yes, visible-nil); the tapped pair reads the two dynamic-flags bits, and its repaint wire fires UNIT_FACTION on the tap bit — the half a passing predicate test never sees; UnitIsPartyLeader is two ORed legs covering disjoint failures (a held stranger leading their own party, and an out-of-range member with no object to read a flag from); and the four nameplate verbs take no argument and return zero values
- the ghost's wisps compose onto its body instead of over it — the four emitters drew at full strength over a body at alpha 0.5, and now inherit the instance alpha down the attachment chain the way the reference recomposes it per frame; the residual we had parked ("the wisps should inherit the tint too") is REFUTED at the bytes: a particle batch commits hardcoded white RGB, and even that never reaches the fragment — particles are never tinted, only the alpha crosses, applied to the alpha byte alone — so the shipped shader split was already right and no code changes

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 20:15:16 +07:00
SamandClaude Fable 5 cf581aa2ac the auction house opens, the Honor tab lands, and a day of fixes
- the auction house end to end: right-clicking an auctioneer opens Browse/Bids/Auctions on the server's reply — search, the category tree from your own DBCs, the reference's 50-a-page pager, multi-key sorting (directions corrected at the bytes), bid/buyout, the sell slot with deposit and duration, cancel with its fee popup; prices sit on the reference's own money-frame kit in lined-up columns, the twenty auction messages split refusals-red / outcomes-to-chat, and a won or sold auction reads as a proper mail receipt — the window's Lua re-worded in our own terms after the overlap ratchet caught the first cut leaning on the reference's text
- the PvP honor system whole: the Honor tab and the inspect page over a real wire model, with current rank and highest-ever rank correctly two different fields
- a day of reported fixes: WASD survives a /logout re-entry, addon settings save on a window close and Cmd+Q (exactly once — a mac close could fire the tail twice), clams open again, random-enchant items name themselves on every surface, the loot window's rows hold their seats with legible counts, idle players stop sinking through building floors, the shooter re-pulls between Auto Shots, portraits loosen ~19% to the client's own aspect-1.0 matrix, and big creatures thump the camera off the CameraShakes table
- character select clicks like 1.12 — captions whiten on hover, buttons fire on release, Humans face straight ahead off the stage bone's real yaw, the facing is per-character, and hunter/warlock pets stand beside you at their family-ramp size with their own emitters (the imp's flames), the Voidwalker's sequence-hidden shackles culled
- the smaller player-facing set: nameplate on/off rows in Options with the CanAttack category gate (emissaries stop plating), the bonus bar slides up with igBonusBarOpen, the camera's framing height glides on a shapeshift, the open letter evicts the centre seat, the far-band fog hull stops printing a pale horizon stripe at low view distance, the guide arrow is gold with per-source rim art, error text fades through its shadow too, and /convertraid converts the party
- README: the auction house and PvP honor move out of "not built yet"

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-22 19:04:27 +07:00
SamandClaude Fable 5 7171a4997c bogus form requirements, the hover jump, and mining at skill 1
- priest tooltips drop their bogus red lines ("Requires Shadowform" on Psychic Scream and Inner Fire, "Requires Spirit of Redemption" on Flash Heal): `Spell.dbc`'s Stances mask is an allow-list, not a requirement, when `AttributesEx2` bit 19 is set — 244 of the 522 masked spells carry the waiver, and the tooltip now consults the same gate the cast validator already did; Charge's "Requires Battle Stance" still asserts
- a hovering mover refuses the jump, silently — no packet, no toast — exactly as `CMovement::Jump` does: the HOVER test sits ahead of the swim select, so a levitating swimmer can't breach either; the old gate refused on ROOT only
- opening a lock gates on your skill, never your level: mining with 1 Mining no longer appears to open a 300 vein only to be bounced by the server — the client-side "Requires Mining ≥N" refusal fires with no packet sent, and the level term rides the skill block through the same clamp the reference uses
- the Mod/Mod2x fade was never a deviation — preset 5 IS the identity-lerp, byte-exact, five comment sites re-lawed with no behaviour change; and the garble word pool (`LanguageWords.dbc`) loads, the first hop of the language scramble that lands next

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 18:03:19 +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 7b8e5f99bd lava creeps again, and sealed rooms empty of outdoor bodies
- lava and slime surfaces creep on the building path — the two liquid types the reference animates, and only those
- particle blend 1 is AlphaKey: the rock elemental throws tumbling chips instead of flat pale squares
- standing in a sealed room, outdoor creatures are never submitted to the scene at all — the reference's own election, not a hide
- an animation clip's arm frame fires no event keys, matching the client's walker rule frame for frame

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:23:04 +07:00
SamandClaude Fable 5 6b980b9efb the player build: one binary that carries its content
- a player build ships beside the dev one — dev chords and probe surfaces go dark, and a gate enforces what a player can still reach, by medium not by module
- the binary carries its own shaders and its shipped UI, finds the WoW folder by itself, and keeps its local state in one benilla-config folder
- the glue screens get a capture shutter, and the engine stops depending on the protocol crate

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 18:18:02 +07:00
SamandClaude Fable 5 8eea16157c 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