The strings pass for `benilla-app`, the last crate: string literals and test names lose the private record numbers and the workspace's words that a comment pass cannot touch.
Fixes#92. Fixes#36.
- **Messages.** About 230 assertion, panic, `expect` and log messages, printed tool labels, and comments inside embedded Lua fixtures drop their record numbers; the eight that named "the director" keep their fact in plain words. Stale claims in a few messages are corrected on the way (a cast-bar step, a font line, the every-shot recompute).
- **Names.** Seven test and helper names that carried a record number or "director" now say what they check. `git grep` found no other use of any of them.
- **Player files.** The key-bindings file's header and `config.toml`'s header each lose a record citation. Neither header is compared when the file is read back: the bindings reader skips every `#` line, and `config.toml`'s header is a TOML comment.
- **Fixtures.** Test fixtures use neutral character, account and frame names.
- **#36.** The quest-material test labels GameObject type 10 GOOBER (in 1.12, 3 is CHEST, 9 TEXT, 10 GOOBER); the code under test was already right, and the comments were fixed with the comment pass.
- **Verification.** With comments stripped and every literal's contents masked, each file is identical to main and keeps its literals' line counts, apart from the renamed functions and one rustfmt reflow. `cargo fmt --check` is clean.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The strings pass for `benilla-app`, the last crate: string literals and test names lose the private record numbers and the workspace's words that a comment pass cannot touch.
Fixes#92. Fixes#36.
- **Messages.** About 230 assertion, panic, `expect` and log messages, printed tool labels, and comments inside embedded Lua fixtures drop their record numbers; the eight that named "the director" keep their fact in plain words. Stale claims in a few messages are corrected on the way (a cast-bar step, a font line, the every-shot recompute).
- **Names.** Seven test and helper names that carried a record number or "director" now say what they check. `git grep` found no other use of any of them.
- **Player files.** The key-bindings file's header and `config.toml`'s header each lose a record citation. Neither header is compared when the file is read back: the bindings reader skips every `#` line, and `config.toml`'s header is a TOML comment.
- **Fixtures.** Test fixtures use neutral character, account and frame names.
- **#36.** The quest-material test labels GameObject type 10 GOOBER (in 1.12, 3 is CHEST, 9 TEXT, 10 GOOBER); the code under test was already right, and the comments were fixed with the comment pass.
- **Verification.** With comments stripped and every literal's contents masked, each file is identical to main and keeps its literals' line counts, apart from the renamed functions and one rustfmt reflow. `cargo fmt --check` is clean.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Advanced Graphics gains a Graphics Preset row (cvar graphicsQuality:
Classic / Low / Medium / High / Ultra / Custom) and a Render Distance slider
on farclip (177..1497, same cvar as Graphics' Terrain Distance). The ladder is
GRAPHICS_PRESETS in cvars.rs, one line per governed row with a column per
rung; lightingQuality is itself a row, so the lighting ladder's members follow
it. The lighting ladder gains an Ultra rung (4096 sun map, 16/8 torch maps,
High water, High volumetric fog). The label is re-derived every frame beside
lightingQuality, so editing a governed row shows Custom.
A player whose config.toml names no graphicsQuality is seeded to High at
startup over the rows the file does not carry; captures, tests and malformed
files never seed, and the rows keep their per-lane registered defaults. The
page's Defaults lands on High too. ambientOcclusion, zoneSkyboxes and lampFog
are commented one-line TODO rows until their cvars land.
Verified: cargo test -p benilla-app --lib -- options cvars preset (136
passed, incl. 7 new preset tests); full benilla-app lib: 3722 passed, 5
pre-existing failures unrelated to this change (spell envelope float, schedule
ambiguity ceiling, pipe_warm fog/shaft/shadow lanes, dev-plane cfg). The
options UI tests need WoW data and were skipped; no captures (no install in
the cloud). Built on Linux only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Toc8dZYuTKW1JWBFbMb5S1
Advanced Graphics gains a Graphics Preset row (cvar graphicsQuality:
Classic / Low / Medium / High / Ultra / Custom) and a Render Distance slider
on farclip (177..1497, same cvar as Graphics' Terrain Distance). The ladder is
GRAPHICS_PRESETS in cvars.rs, one line per governed row with a column per
rung; lightingQuality is itself a row, so the lighting ladder's members follow
it. The lighting ladder gains an Ultra rung (4096 sun map, 16/8 torch maps,
High water, High volumetric fog). The label is re-derived every frame beside
lightingQuality, so editing a governed row shows Custom.
A player whose config.toml names no graphicsQuality is seeded to High at
startup over the rows the file does not carry; captures, tests and malformed
files never seed, and the rows keep their per-lane registered defaults. The
page's Defaults lands on High too. ambientOcclusion, zoneSkyboxes and lampFog
are commented one-line TODO rows until their cvars land.
Verified: cargo test -p benilla-app --lib -- options cvars preset (136
passed, incl. 7 new preset tests); full benilla-app lib: 3722 passed, 5
pre-existing failures unrelated to this change (spell envelope float, schedule
ambiguity ceiling, pipe_warm fog/shaft/shadow lanes, dev-plane cfg). The
options UI tests need WoW data and were skipped; no captures (no install in
the cloud). Built on Linux only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Toc8dZYuTKW1JWBFbMb5S1
FARCLIP_RANGE now ends at FARCLIP_MAX = 1497 (the 1.12 slider grid of 60
carried to n = 22), a documented deviation: Modern fog already stretches the
fog end past 777 with farclip, so a longer view is visible. Terrain residency,
the model/WMO and particle walls follow farclip; at 1497 residency is at most
7x7 ADT tiles against 777's 5x5, which is the memory bound. The art-scope
sweep radius rises to 7 tiles to stay clear of the widest resident reach.
Verified: cargo test -p benilla-world --lib (643 passed). Built on Linux only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Toc8dZYuTKW1JWBFbMb5S1
FARCLIP_RANGE now ends at FARCLIP_MAX = 1497 (the 1.12 slider grid of 60
carried to n = 22), a documented deviation: Modern fog already stretches the
fog end past 777 with farclip, so a longer view is visible. Terrain residency,
the model/WMO and particle walls follow farclip; at 1497 residency is at most
7x7 ADT tiles against 777's 5x5, which is the memory bound. The art-scope
sweep radius rises to 7 tiles to stay clear of the widest resident reach.
Verified: cargo test -p benilla-world --lib (643 passed). Built on Linux only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Toc8dZYuTKW1JWBFbMb5S1
Colour grading and sun shafts built a fresh `UniformBuffer` (a new GPU buffer)
inside their render-graph node every frame. Each view now owns one small
UNIFORM | COPY_DST buffer, created the first frame the effect is on and
rewritten in place with `RenderQueue::write_buffer` in
`RenderSystems::PrepareResources`, the same shape as bloom's prepare-time
uniform. The node only binds it. The pass still gates on the extracted view
component, so the kept buffer never runs a disabled pass.
Verified: cargo check -p benilla-app; rustfmt clean on both files. No GPU
here; built on Linux only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y6yUWgPosSakvL23gtgvpH
Colour grading and sun shafts built a fresh `UniformBuffer` (a new GPU buffer)
inside their render-graph node every frame. Each view now owns one small
UNIFORM | COPY_DST buffer, created the first frame the effect is on and
rewritten in place with `RenderQueue::write_buffer` in
`RenderSystems::PrepareResources`, the same shape as bloom's prepare-time
uniform. The node only binds it. The pass still gates on the extracted view
component, so the kept buffer never runs a disabled pass.
Verified: cargo check -p benilla-app; rustfmt clean on both files. No GPU
here; built on Linux only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y6yUWgPosSakvL23gtgvpH
The radial blur read the scene depth 28 times per full-resolution pixel. A
new mask pre-pass (`fs_mask`, R8Unorm at ceil(w/2) x ceil(h/2)) loads the
depth once per half-res texel and thresholds it with the same sky test
(depth <= 1e-7 on infinite reverse-Z); the blur then takes 28 clamp-to-edge
bilinear taps of the mask. Only the mask stage is MSAA-specialised (single
and multisampled depth layouts, one pipeline each); the blur pipeline is
keyed by the target format alone.
Verified: cargo check -p benilla; all four WGSL variants (blur, blur +
MULTISAMPLED, SHAFT_MASK, SHAFT_MASK + MULTISAMPLED) compose and validate
under naga_oil 0.20 / naga 27 offline. No GPU or WoW data in this
environment, so the image is not captured; built on Linux only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y6yUWgPosSakvL23gtgvpH
The radial blur read the scene depth 28 times per full-resolution pixel. A
new mask pre-pass (`fs_mask`, R8Unorm at ceil(w/2) x ceil(h/2)) loads the
depth once per half-res texel and thresholds it with the same sky test
(depth <= 1e-7 on infinite reverse-Z); the blur then takes 28 clamp-to-edge
bilinear taps of the mask. Only the mask stage is MSAA-specialised (single
and multisampled depth layouts, one pipeline each); the blur pipeline is
keyed by the target format alone.
Verified: cargo check -p benilla; all four WGSL variants (blur, blur +
MULTISAMPLED, SHAFT_MASK, SHAFT_MASK + MULTISAMPLED) compose and validate
under naga_oil 0.20 / naga 27 offline. No GPU or WoW data in this
environment, so the image is not captured; built on Linux only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y6yUWgPosSakvL23gtgvpH
Part of #41: the last of five `benilla-app` pieces. This one is everything the others did not cover: the addon harness, the settings registry, the glue screens (login, realm list, character select and create), key bindings, the minimap, nameplates, the loading screen, transports, the performance instruments, the smaller modules, the integration tests, and the UI asset files (`OptionsFrame.xml`, `benilla.toc` and the rest). Their comments are rewritten to the rule in `docs/METHOD.md`, which is what the code does and the reference fact behind it, in a line. 27,351 comment lines become 11,010.
Fixes#33. Fixes#103.
- **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:
- The weapon trail's emissive is 0 (`0x70ca30`): the trail is a type-5 render record, so its ambient-only light term is exact.
- The camera-style dropdown writes "1", "2", "0" (`UIOptionsFrame.lua:525,536,547`); several register-site addresses in the settings table are corrected.
- The graphics settings are held until `RestartGx`, as in 1.12; `Fonts.xml`'s early load no longer carries a false reason.
- vmangos sends a player-name invalidation after a rename (`CharacterHandler.cpp:839`), and the cinematic camera's announce packet has an empty handler there (`MiscHandler.cpp:919`).
- Stock FrameXML and GlueXML line citations are checked against the stock 1.12 files, and vmangos line citations against the pinned revision.
- **Deviation labels.** "Deviation:" now marks only a choice with its recorded reason. Declining to copy a reference defect is stated plainly, and so is an unbuilt behaviour or an untraced one.
- **Verification.** Every file strips to identical code, apart from test literals in `login/`, `death/` and `ui_script/death_tests.rs` that now use placeholder account and character names, and `cargo fmt --check` is clean. Six second readers compared every file old against new, restored the facts the rewrite had dropped, and checked each new citation against the code, the stock files, vmangos and the reference.
A second commit corrects one comment in `benilla-ui` (`unit_is_grey`: the reference's exclusion is players only). A third lowers `ui_script_wall`'s ceiling from 45 to 40: five gameplay files named `UiScript` only in comments the rewrite removed, and the ratchet asks for the number to follow.
Behaviour differences the rewrite surfaced are filed as their own issues (#339 to #353 among them). 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>
Part of #41: the last of five `benilla-app` pieces. This one is everything the others did not cover: the addon harness, the settings registry, the glue screens (login, realm list, character select and create), key bindings, the minimap, nameplates, the loading screen, transports, the performance instruments, the smaller modules, the integration tests, and the UI asset files (`OptionsFrame.xml`, `benilla.toc` and the rest). Their comments are rewritten to the rule in `docs/METHOD.md`, which is what the code does and the reference fact behind it, in a line. 27,351 comment lines become 11,010.
Fixes#33. Fixes#103.
- **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:
- The weapon trail's emissive is 0 (`0x70ca30`): the trail is a type-5 render record, so its ambient-only light term is exact.
- The camera-style dropdown writes "1", "2", "0" (`UIOptionsFrame.lua:525,536,547`); several register-site addresses in the settings table are corrected.
- The graphics settings are held until `RestartGx`, as in 1.12; `Fonts.xml`'s early load no longer carries a false reason.
- vmangos sends a player-name invalidation after a rename (`CharacterHandler.cpp:839`), and the cinematic camera's announce packet has an empty handler there (`MiscHandler.cpp:919`).
- Stock FrameXML and GlueXML line citations are checked against the stock 1.12 files, and vmangos line citations against the pinned revision.
- **Deviation labels.** "Deviation:" now marks only a choice with its recorded reason. Declining to copy a reference defect is stated plainly, and so is an unbuilt behaviour or an untraced one.
- **Verification.** Every file strips to identical code, apart from test literals in `login/`, `death/` and `ui_script/death_tests.rs` that now use placeholder account and character names, and `cargo fmt --check` is clean. Six second readers compared every file old against new, restored the facts the rewrite had dropped, and checked each new citation against the code, the stock files, vmangos and the reference.
A second commit corrects one comment in `benilla-ui` (`unit_is_grey`: the reference's exclusion is players only). A third lowers `ui_script_wall`'s ceiling from 45 to 40: five gameplay files named `UiScript` only in comments the rewrite removed, and the ratchet asks for the number to follow.
Behaviour differences the rewrite surfaced are filed as their own issues (#339 to #353 among them). 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>
Zone Skyboxes row moved to the end of the Advanced Graphics page and added to
OPTIONS_PAGE_ROWS (the lane had left it out of the list).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Zone Skyboxes row moved to the end of the Advanced Graphics page and added to
OPTIONS_PAGE_ROWS (the lane had left it out of the list).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
RenderSubmesh carries stage 1 (texture, UV set, transform, Mod/Mod2x) for
textureCount 2 batches; M2Vertex reads UV1. WowModelExt gains a stage1
uniform + texture binding 94/95 and the WOW_STAGE1 shader def, so every
one-texture batch compiles the old code. The skybox lane binds stage 1 on
its own material copies and drives its transform rows.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
RenderSubmesh carries stage 1 (texture, UV set, transform, Mod/Mod2x) for
textureCount 2 batches; M2Vertex reads UV1. WowModelExt gains a stage1
uniform + texture binding 94/95 and the WOW_STAGE1 shader def, so every
one-texture batch compiles the old code. The skybox lane binds stage 1 on
its own material copies and drives its transform rows.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The daylight lane's tooltip had raw line breaks inside a Lua string instead of
an escaped blank line, a syntax error that broke OptionsFrame.xml's inline
script (an error dialog on the UI-fixture captures).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The daylight lane's tooltip had raw line breaks inside a Lua string instead of
an escaped blank line, a syntax error that broke OptionsFrame.xml's inline
script (an error dialog on the UI-fixture captures).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review B4: the Stormwind window split changed the default image with no switch.
New cvar daylightWindowSplit (default 1 = merged behaviour, a future High-only
preset member), bridged to daylight::set_window_split. Review B5: each settled
exterior torch slot is keyed by the resident tiles whose footprint reaches its
sphere (terrain_torch_generation_near), not a global stamp that re-rendered
every slot on any stream event.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review B4: the Stormwind window split changed the default image with no switch.
New cvar daylightWindowSplit (default 1 = merged behaviour, a future High-only
preset member), bridged to daylight::set_window_split. Review B5: each settled
exterior torch slot is keyed by the resident tiles whose footprint reaches its
sphere (terrain_torch_generation_near), not a global stamp that re-rendered
every slot on any stream event.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review W4: the bend height was normalised per submesh, so a trunk + canopy
detail doodad tore apart at the seam; the span is now taken over all of the
model's submeshes. Review W5: clutter meshes carry UV_1 (VERTEX_UVS_B), so the
six clutter pipelines are also warmed on the POS+NORMAL+UV0+UV1+COLOR quad.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review W4: the bend height was normalised per submesh, so a trunk + canopy
detail doodad tore apart at the seam; the span is now taken over all of the
model's submeshes. Review W5: clutter meshes carry UV_1 (VERTEX_UVS_B), so the
six clutter pipelines are also warmed on the POS+NORMAL+UV0+UV1+COLOR quad.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review B9: update_sky_colors and update_cloud_fx read the cloud coverage with no
order against tick_clouds, so the glow's cover sample was this frame's or the
last one's nondeterministically. New CloudTick set; both run after it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review B9: update_sky_colors and update_cloud_fx read the cloud coverage with no
order against tick_clouds, so the glow's cover sample was this frame's or the
last one's nondeterministically. New CloudTick set; both run after it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review B2: the f32 clock wrapped hourly and every star's twinkle jumped at the
wrap. It now accumulates in f64 and wraps at 86400 s; the shader rounds each
twinkle rate to whole cycles per wrap, so the stars are seamless. The High
cloud detail drift still re-patterns once per 24 h (noted).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review B2: the f32 clock wrapped hourly and every star's twinkle jumped at the
wrap. It now accumulates in f64 and wraps at 86400 s; the shader rounds each
twinkle rate to whole cycles per wrap, so the stars are seamless. The High
cloud detail drift still re-patterns once per 24 h (noted).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review B3: floor(cycle) % 50 keeps the ring roll continuous across the 1000 s
wrap. B8: publish the ripple clock only while it rains. B7: nudge the wet
sheen half-vector off zero. B6: WORD_WINDOW batches are excluded from wet
darkening.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review B3: floor(cycle) % 50 keeps the ring roll continuous across the 1000 s
wrap. B8: publish the ripple clock only while it rains. B7: nudge the wet
sheen half-vector off zero. B6: WORD_WINDOW batches are excluded from wet
darkening.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review P4: emissive_boost now lifts only above a 0.6 knee (equal to the old
gain at 1.0), so additive spells and lava keep their look and the excess feeds
the bloom. Review P3: the window gain applies to static_gx's SIDN light term
before fog, not to the whole fogged batch. Review P6: Low-tier extract taps
scale with the quarter-size target. Review P7: excess capped at 64 (no NaN).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review P4: emissive_boost now lifts only above a 0.6 knee (equal to the old
gain at 1.0), so additive spells and lava keep their look and the excess feeds
the bloom. Review P3: the window gain applies to static_gx's SIDN light term
before fog, not to the whole fogged batch. Review P6: Low-tier extract taps
scale with the quarter-size target. Review P7: excess capped at 64 (no NaN).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review P1: the path mean lifted every clear sky pixel equally; it is now the
occlusion ratio times an aspect-corrected radial falloff from the sun.
Review P2: sky = depth <= 1e-7 (cleared / sky-pinned), no longer a nearclip-
dependent ramp. Review P5 (partial): read one MSAA sample per tap.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>