- the master volume was applied after the limiter, so turning the game down scaled the pumping with it — two full-scale copies at master 0.25 came out at half the level they should, the limiter ducking 6 dB on a mix that was never going to clip; the master is now the first effect in the chain
- six creature displays with a body loop could never say hello: one `source` tag answered three questions (ownership, the greeting latch, the bark latch), so any looping sound on a unit held its greeting latch for life — the latch is its own marker now, and a server-pushed object sound silences that unit's own grunts and barks while it plays, the reference's AISOUNDDESC registry
- the attacker's exertion grunt fires from the attack packet, not the animation tag (the tag drives the victim's injury vocal only), with the reference's per-class chance tables read out of the binary; the voice cap can no longer steal a latch-holding channel and turn a pet's aggro roar into a repeat generator
- fmod.dll itself read end to end: there is no hidden headroom in its mixers (full-scale sum, one clip) and the reference never steals a voice — every WoW channel is a stream at the one priority the allocator refuses to take; what the two unvoiced melee legs are blocked on is named precisely
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- rotating the paper doll plays the reference's turn-in-place shuffle instead of spinning it like a turntable — ShuffleLeft/Right picked by direction off the same scalar `SetRotation` is handed, a 100 ms expiry, a frequency-weighted idle variation on the way back; wow-re's re-derivation caught the pair inverted in the prose (the doll was stepping into its turn), and a display with no shuffle stays standing rather than freezing mid-turn
- the doll's item effects run at full speed: the half-rate booth render (our pacing, not a cull) was skipping the emitter tick with the frame; measured off the reporter's side-by-side clip the skeletal clock was never slow, only the 30 fps cadence, so `boothHalfRate` now defaults off
- the Raid Info button follows the server's answer: `UPDATE_INSTANCE_INFO` fires per packet as the client does (the reference discards the first), so a character bound to nothing ends with a grey button over an empty panel instead of a live button over nothing; the panel's scroll bar sits centred on the trough drawn behind it
- an inspected player's gear keeps the template's bind line, stated as deliberate — there is no item object to read a bound flag from, which is what the reference prints for the same reason
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- rotating the paper doll plays the reference's turn-in-place shuffle instead of spinning it like a turntable — ShuffleLeft/Right picked by direction off the same scalar `SetRotation` is handed, a 100 ms expiry, a frequency-weighted idle variation on the way back; wow-re's re-derivation caught the pair inverted in the prose (the doll was stepping into its turn), and a display with no shuffle stays standing rather than freezing mid-turn
- the doll's item effects run at full speed: the half-rate booth render (our pacing, not a cull) was skipping the emitter tick with the frame; measured off the reporter's side-by-side clip the skeletal clock was never slow, only the 30 fps cadence, so `boothHalfRate` now defaults off
- the Raid Info button follows the server's answer: `UPDATE_INSTANCE_INFO` fires per packet as the client does (the reference discards the first), so a character bound to nothing ends with a grey button over an empty panel instead of a live button over nothing; the panel's scroll bar sits centred on the trough drawn behind it
- an inspected player's gear keeps the template's bind line, stated as deliberate — there is no item object to read a bound flag from, which is what the reference prints for the same reason
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the mix is bounded the way the reference's is: FMOD gave 1.12 exactly twelve software channels and nothing else limits a priest buffing five people — ported as a 12-voice ceiling (a probe capture read 42 live voices at +13 dBFS, the limiter pumping 13 dB to hold it), plus same-kit copies started in one frame capped at two, since five sample-aligned Fortitudes are one sound +14 dB; `$WOW_SOUND_PROBE` records the mix before and after the limiter with a timeline, F9 stamps the moment
- the raid tab draws its window art again — its four corner textures were written with single backslashes, which Lua drops silently, and a sweep now reads every archive path a shipped Lua chunk names; a drag whose release never arrives (pointer left the window, a second press) ends instead of gluing the frame to the cursor for the rest of the session, and `WOW_PROBE_DRAG` drives any UI drag headlessly in a live client
- the item tooltip fits its set bonuses again: an emptied line kept its last measured height forever (a pooled cell with no way to say "empty"), and the two blank rows above the set block are the reference's own literal (a space and a newline) — a whole row each, not the empty string
- an equipped BoE or BoP piece reads Soulbound: the bind line reads the item's own flags through the client's bound predicate instead of the template's bonding, one predicate shared with the enchant cursor's bind confirm
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the mix is bounded the way the reference's is: FMOD gave 1.12 exactly twelve software channels and nothing else limits a priest buffing five people — ported as a 12-voice ceiling (a probe capture read 42 live voices at +13 dBFS, the limiter pumping 13 dB to hold it), plus same-kit copies started in one frame capped at two, since five sample-aligned Fortitudes are one sound +14 dB; `$WOW_SOUND_PROBE` records the mix before and after the limiter with a timeline, F9 stamps the moment
- the raid tab draws its window art again — its four corner textures were written with single backslashes, which Lua drops silently, and a sweep now reads every archive path a shipped Lua chunk names; a drag whose release never arrives (pointer left the window, a second press) ends instead of gluing the frame to the cursor for the rest of the session, and `WOW_PROBE_DRAG` drives any UI drag headlessly in a live client
- the item tooltip fits its set bonuses again: an emptied line kept its last measured height forever (a pooled cell with no way to say "empty"), and the two blank rows above the set block are the reference's own literal (a space and a newline) — a whole row each, not the empty string
- an equipped BoE or BoP piece reads Soulbound: the bind line reads the item's own flags through the client's bound predicate instead of the template's bonding, one predicate shared with the enchant cursor's bind confirm
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the social window's fourth tab, Raid: the eight-subgroup grid over the roster, drag a member between subgroups, Convert To Raid, promote / demote assistant, uninvite, Ready Check with its popup, and the Raid Info flyout on the new `CMSG_REQUEST_RAID_INFO` / `SMSG_RAID_INSTANCE_INFO` wire (byte-golden against vmangos, an empty answer decoding as an empty list); `raid1`..`raid40` unit tokens, and `/partytest raid` stages a roster for a solo look
- an imbue pressed with an empty weapon hand says "Your weapon hand is empty" instead of raising a cursor — the attribute bit has two readers in the reference and the second is the error (corrects the day's first cut)
- sounds route onto the reference's own voice buses with its per-bus caps (the 0x87ce60 table, pinned as bytes): weapon impacts and clangs share four voices, footsteps six, the attacker's grunt one, the victim's injury two — so a pack swinging together makes about a dozen voices where it made dozens
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the social window's fourth tab, Raid: the eight-subgroup grid over the roster, drag a member between subgroups, Convert To Raid, promote / demote assistant, uninvite, Ready Check with its popup, and the Raid Info flyout on the new `CMSG_REQUEST_RAID_INFO` / `SMSG_RAID_INSTANCE_INFO` wire (byte-golden against vmangos, an empty answer decoding as an empty list); `raid1`..`raid40` unit tokens, and `/partytest raid` stages a roster for a solo look
- an imbue pressed with an empty weapon hand says "Your weapon hand is empty" instead of raising a cursor — the attribute bit has two readers in the reference and the second is the error (corrects the day's first cut)
- sounds route onto the reference's own voice buses with its per-bus caps (the 0x87ce60 table, pinned as bytes): weapon impacts and clangs share four voices, footsteps six, the attacker's grunt one, the victim's injury two — so a pack swinging together makes about a dozen voices where it made dozens
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the login theme no longer cuts off the instant the loading screen appears: it plays through the whole load and hands over on a 3 s fade once the world is ready, as the reference does — the stop sat on the same edge that raised the cover, and the reference never calls its music-stop on the enter-world path at all
- the mix had no headroom: every WoW sound is mastered to full scale, so five party-wide Fortitudes in one frame asked for 5× and clipped hard ("dirty, like a speaker breaking") — a stereo-linked look-ahead limiter now holds the output, a meter reports the peak the mix asked for, `SoundOutputLimiter 0` A/Bs it, and the 3D voice ceiling is named at 512 instead of inherited from the backend at 128
- a shaman's Rockbiter / Flametongue / Frostbrand / Windfury Weapon casts straight onto the equipped weapon on the press — no item cursor, no click — the reference's own `Attributes & 0x200` read; stones, oils and poisons still raise the cursor
- the nameplate category's player arm is pinned to the bytes (CanCooperate is faction-group-mask equality) and `/reaction` prints the one number it turns on: a GM-mode character plates as an enemy on a test realm because faction 35's mask is zero, exactly as 1.12 does
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the login theme no longer cuts off the instant the loading screen appears: it plays through the whole load and hands over on a 3 s fade once the world is ready, as the reference does — the stop sat on the same edge that raised the cover, and the reference never calls its music-stop on the enter-world path at all
- the mix had no headroom: every WoW sound is mastered to full scale, so five party-wide Fortitudes in one frame asked for 5× and clipped hard ("dirty, like a speaker breaking") — a stereo-linked look-ahead limiter now holds the output, a meter reports the peak the mix asked for, `SoundOutputLimiter 0` A/Bs it, and the 3D voice ceiling is named at 512 instead of inherited from the backend at 128
- a shaman's Rockbiter / Flametongue / Frostbrand / Windfury Weapon casts straight onto the equipped weapon on the press — no item cursor, no click — the reference's own `Attributes & 0x200` read; stones, oils and poisons still raise the cursor
- the nameplate category's player arm is pinned to the bytes (CanCooperate is faction-group-mask equality) and `/reaction` prints the one number it turns on: a GM-mode character plates as an enemy on a test realm because faction 35's mask is zero, exactly as 1.12 does
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
- 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>
- druids get the shift cloud back in both directions, by the reference's own mechanism: every shapeshift aura add *or* remove arms a one-slot pending-morph latch that the model-swap rebuild drains and replays — which is why shifting out (a client-side cancel the server sends no visual for) puffs at all, and why a GM morph or a revive correctly shows nothing; the first fix that merely let one-shot effects survive the swap's teardown produced the right pixels for the wrong reason and is superseded
- the honor system lands whole: the Honor tab on the character window, the honor page on inspect, and thirteen missing Lua bindings over a real wire model — session/yesterday/this-week/last-week kills, lifetime HKs and DKs, rank progress and badge art
- the load-bearing find: your current rank and your highest-ever rank are two separately-streamed fields, and the one we already had was the wrong one for anyone who ever de-ranked; a binary cross-check corrected five display details after the build, down to the rank title never being gendered
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- druids get the shift cloud back in both directions, by the reference's own mechanism: every shapeshift aura add *or* remove arms a one-slot pending-morph latch that the model-swap rebuild drains and replays — which is why shifting out (a client-side cancel the server sends no visual for) puffs at all, and why a GM morph or a revive correctly shows nothing; the first fix that merely let one-shot effects survive the swap's teardown produced the right pixels for the wrong reason and is superseded
- the honor system lands whole: the Honor tab on the character window, the honor page on inspect, and thirteen missing Lua bindings over a real wire model — session/yesterday/this-week/last-week kills, lifetime HKs and DKs, rank progress and badge art
- the load-bearing find: your current rank and your highest-ever rank are two separately-streamed fields, and the one we already had was the wrong one for anyone who ever de-ranked; a binary cross-check corrected five display details after the build, down to the rank title never being gendered
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the Terrain Distance slider is back on Options → Graphics, in its 1.12 seat and range (177–777, live, no Apply) — and it now drives how much world is resident, not just how far you see: the streamer derives its resident and prefetch windows from farclip in the reference's own chunk units, pulling the ring in as you drag left and streaming it back one tile per frame as you drag right; the `WOW_TILE_RADIUS` env var, the debug panel's farclip slider and a dressed-up fog constant all retire into it
- ask a city guard for directions and the destination lands on your maps: `SMSG_GOSSIP_POI` becomes a red flag drawn through the same landmark path as towns and inns — an icon in place when near, competing for a rim arrow when off the edge — and the world map's landmark enumeration answers now, so the flag renders there too and names itself on hover
- the flag is one slot (new directions replace the last), drops itself within 10 yards of the destination, expires after the reference's own 480 seconds, and clears on any world entry; the rim-arrow rank rides the packet's own field, not a guessed constant
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the Terrain Distance slider is back on Options → Graphics, in its 1.12 seat and range (177–777, live, no Apply) — and it now drives how much world is resident, not just how far you see: the streamer derives its resident and prefetch windows from farclip in the reference's own chunk units, pulling the ring in as you drag left and streaming it back one tile per frame as you drag right; the `WOW_TILE_RADIUS` env var, the debug panel's farclip slider and a dressed-up fog constant all retire into it
- ask a city guard for directions and the destination lands on your maps: `SMSG_GOSSIP_POI` becomes a red flag drawn through the same landmark path as towns and inns — an icon in place when near, competing for a rim arrow when off the edge — and the world map's landmark enumeration answers now, so the flag renders there too and names itself on hover
- the flag is one slot (new directions replace the last), drops itself within 10 yards of the destination, expires after the reference's own 480 seconds, and clears on any world entry; the rim-arrow rank rides the packet's own field, not a guessed constant
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the UIPanel registry is re-derived from the reference's bytes: the readable-item page finally registers, so a note or letter closes when a gossip window opens instead of interleaving with it line for line; the character sheet takes its real pushable-2 seat (an NPC window slides it over instead of replacing it), and the spellbook, quest log, talents and character sheet open for dead players again — a refused open now says "You can't do that when you're dead." instead of doing nothing
- the gossip window waits for its greeting: the first packet carries only the options and a text id, and we used to show the frame with a blank page for the round trip the text needed — the menu now exists only once the text has answered, a mid-flight click is refused, and a revisit is instant off the cache
- a bag slot whose stack count changes on the server now fires `ITEM_LOCK_CHANGED` just ahead of its `BAG_UPDATE` — the one signal 1.12 hunter addons use to detect a spent arrow — so Quiver's auto-shot bar drains per shot instead of pinning at 100%; a swap or create deliberately does not fire it, so rearranging bags can't read as a shot
- the outdoor minimap tiles' gamma byte reaches the screen exactly once — the ordinary decode arm learns the same skip the fast path already had
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the UIPanel registry is re-derived from the reference's bytes: the readable-item page finally registers, so a note or letter closes when a gossip window opens instead of interleaving with it line for line; the character sheet takes its real pushable-2 seat (an NPC window slides it over instead of replacing it), and the spellbook, quest log, talents and character sheet open for dead players again — a refused open now says "You can't do that when you're dead." instead of doing nothing
- the gossip window waits for its greeting: the first packet carries only the options and a text id, and we used to show the frame with a blank page for the round trip the text needed — the menu now exists only once the text has answered, a mid-flight click is refused, and a revisit is instant off the cache
- a bag slot whose stack count changes on the server now fires `ITEM_LOCK_CHANGED` just ahead of its `BAG_UPDATE` — the one signal 1.12 hunter addons use to detect a spent arrow — so Quiver's auto-shot bar drains per shot instead of pinning at 100%; a swap or create deliberately does not fire it, so rearranging bags can't read as a shot
- the outdoor minimap tiles' gamma byte reaches the screen exactly once — the ordinary decode arm learns the same skip the fast path already had
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the four extra action bars become per-character options, off by default, on a new Action Bars options page — the toggles ride the server's own byte (`CMSG_SET_ACTIONBAR_TOGGLES` into `PLAYER_FIELD_BYTES`), so a fresh character's zero is the default for free; turning the bottom-left bar off gives the stance bar its previously unbuilt unraised look, end-caps and 64×64 rings
- bag windows stop drawing straight through a raised bottom bar: the bottom band has ONE owner — the manage pass — the bag stack joins it through a listener seam, and a guard test walks all eight raisable-bar combinations across 24 bar/tenant pairs and refuses overlap
- the item-push card takes the reference's real geometry, closing the gap 0887 measured
- resizable addon windows stop at their bounds instead of pinning and walking across the screen: four per-frame f32s with 0.0 the disable sentinel, the clamp on the interactive drag only with the residual rebated out of the drag delta, `<ResizeBounds>` in XML honoured — and `SetFontString`'s three raises land exactly as the bytes have them
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the four extra action bars become per-character options, off by default, on a new Action Bars options page — the toggles ride the server's own byte (`CMSG_SET_ACTIONBAR_TOGGLES` into `PLAYER_FIELD_BYTES`), so a fresh character's zero is the default for free; turning the bottom-left bar off gives the stance bar its previously unbuilt unraised look, end-caps and 64×64 rings
- bag windows stop drawing straight through a raised bottom bar: the bottom band has ONE owner — the manage pass — the bag stack joins it through a listener seam, and a guard test walks all eight raisable-bar combinations across 24 bar/tenant pairs and refuses overlap
- the item-push card takes the reference's real geometry, closing the gap 0887 measured
- resizable addon windows stop at their bounds instead of pinning and walking across the screen: four per-frame f32s with 0.0 the disable sentinel, the clamp on the interactive drag only with the residual rebated out of the drag delta, `<ResizeBounds>` in XML honoured — and `SetFontString`'s three raises land exactly as the bytes have them
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Quiver works end to end (the reported nil-field error): 1.12's widget method tables are flat, so the 19 Region methods are ONE function per name — a frame's `GetHeight` IS the texture's — where we had two implementations behind two disjoint registries; `Button:SetFontString` and the Set/GetMin/MaxResize quad land with it, and the 219-addon survey moves loads-without-error 150 → 151 with every other addon byte-identical
- a teleport stops dropping you into a bare city: the reveal gate now waits on geometry that can actually draw (14 regions had sat undrawn for 630 ms with the cover already down), a relocating snap ≥100 yd raises the cover, and the pipeline warm pass runs once per process — a far same-map teleport's cover drops 3.8 s → 0.8 s
- the empty-world flash on a fully-resident teleport dies with it: the camera's world pose publishes before anything in Update reads it, so the visibility verdict stops being computed up to 644 yd from the eye — the lag reads 0 yd on every snap frame of every arm
- the camera follow becomes the engine's own curve — an edge-armed cosine smoothstep clamped to 0.1–2 s behind a 7-state input classifier, the enum 0/1/2 with Smart staying the default — and overlapping chat bubbles stack as whole cards, one frame level per bubble, nearest to the camera on top
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Quiver works end to end (the reported nil-field error): 1.12's widget method tables are flat, so the 19 Region methods are ONE function per name — a frame's `GetHeight` IS the texture's — where we had two implementations behind two disjoint registries; `Button:SetFontString` and the Set/GetMin/MaxResize quad land with it, and the 219-addon survey moves loads-without-error 150 → 151 with every other addon byte-identical
- a teleport stops dropping you into a bare city: the reveal gate now waits on geometry that can actually draw (14 regions had sat undrawn for 630 ms with the cover already down), a relocating snap ≥100 yd raises the cover, and the pipeline warm pass runs once per process — a far same-map teleport's cover drops 3.8 s → 0.8 s
- the empty-world flash on a fully-resident teleport dies with it: the camera's world pose publishes before anything in Update reads it, so the visibility verdict stops being computed up to 644 yd from the eye — the lag reads 0 yd on every snap frame of every arm
- the camera follow becomes the engine's own curve — an edge-armed cosine smoothstep clamped to 0.1–2 s behind a 7-state input classifier, the enum 0/1/2 with Smart staying the default — and overlapping chat bubbles stack as whole cards, one frame level per bubble, nearest to the camera on top
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the camera auto-follow returns, as a setting: Camera Following Style on the Controls options page — Smart (the default), Always, Never — so after an orbit drag the camera swings back behind you while you run; far sight still forces the chase off
- broken addons announce themselves: world entry prints "3 addon load failures — type /errors to see them", and the `/errors` window lists every script error this session with its traceback — 256 deduplicated rows, repeats collapsing onto a count — while the five load-failure classes that only ever hit the terminal (missing .toc, unparseable FrameXML, dependency cycles…) finally get a channel
- B opens the backpack alone, SHIFT-B opens all bags, F8–F11 toggle the individual slots — the reference's six bag commands instead of one command wearing every chord; and the Skills page gets its CLOSE button, with the ALL fold in the row font
- cmangos-classic logons work: `CMSG_AUTH_SESSION` now carries the real client's twelve secure-addon records (342 bytes, compressing to 130) — an empty addon block is a shape no client can send, and cmangos kicks for it where vmangos shrugs; Warden-enabled anticheat remains a separate wall
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the camera auto-follow returns, as a setting: Camera Following Style on the Controls options page — Smart (the default), Always, Never — so after an orbit drag the camera swings back behind you while you run; far sight still forces the chase off
- broken addons announce themselves: world entry prints "3 addon load failures — type /errors to see them", and the `/errors` window lists every script error this session with its traceback — 256 deduplicated rows, repeats collapsing onto a count — while the five load-failure classes that only ever hit the terminal (missing .toc, unparseable FrameXML, dependency cycles…) finally get a channel
- B opens the backpack alone, SHIFT-B opens all bags, F8–F11 toggle the individual slots — the reference's six bag commands instead of one command wearing every chord; and the Skills page gets its CLOSE button, with the ALL fold in the row font
- cmangos-classic logons work: `CMSG_AUTH_SESSION` now carries the real client's twelve secure-addon records (342 bytes, compressing to 130) — an empty addon block is a shape no client can send, and cmangos kicks for it where vmangos shrugs; Warden-enabled anticheat remains a separate wall
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- opposite-faction speech garbles client-side now, the way 1.12.1 actually does it: the wire carries plaintext plus a language id, and the client substitutes per word — a word survives iff `SStrHash(word) % 300 < skill` (300 copies verbatim) — reimplemented from `0x49b560` over the LanguageWords pool, 35 golden vectors passing; a Horde character also stops seeing a spurious `[Orcish]` tag on every line of their own faction's chat, and the talk gesture reads the plaintext, not the garbled line
- a mid-session wgpu validation crash is gone: `NoIndirectDrawing` rides the camera's spawn instead of a per-frame sweep — 18 cameras were being flagged after spawn, and one whose first extraction beat the sweep latched indirect buffers forever; the census now reads zero late inserts with the direct-draw optimisation fully intact
- the 20-yard overhead-name cap is withdrawn: it read the V-key nameplate frame's law onto the overhead name lane, which the bytes show carries no distance term at all — a distant name just gets small; V-plates keep their 20 yd, which is correctly theirs
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- opposite-faction speech garbles client-side now, the way 1.12.1 actually does it: the wire carries plaintext plus a language id, and the client substitutes per word — a word survives iff `SStrHash(word) % 300 < skill` (300 copies verbatim) — reimplemented from `0x49b560` over the LanguageWords pool, 35 golden vectors passing; a Horde character also stops seeing a spurious `[Orcish]` tag on every line of their own faction's chat, and the talk gesture reads the plaintext, not the garbled line
- a mid-session wgpu validation crash is gone: `NoIndirectDrawing` rides the camera's spawn instead of a per-frame sweep — 18 cameras were being flagged after spawn, and one whose first extraction beat the sweep latched indirect buffers forever; the census now reads zero late inserts with the direct-draw optimisation fully intact
- the 20-yard overhead-name cap is withdrawn: it read the V-key nameplate frame's law onto the overhead name lane, which the bytes show carries no distance term at all — a distant name just gets small; V-plates keep their 20 yd, which is correctly theirs
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Print Screen takes a screenshot to `benilla-config/Screenshots/` (F13 on macOS), shows the reference's "Screen Captured" line, and the line never appears in the file — the capture defers one frame so the hidden confirmation's quads rebuild first; and the rule it surfaced is now hard law: benilla never writes anything into the WoW install
- six per-frame taxes now skip when their inputs are settled: water foam asks a spatial index (a dry unit is one hash miss, was a ~2.2k-surface scan per unit), an idle remote stops its capsule sweeps at the fixed point, hover picks stop allocating ahead of the ray-sphere reject, an unchanged unit's loadout is not re-derived, and the ground-shade walk stops re-asserting the world — settled inputs produce bitwise-identical outputs, each lane fenced by its own test; ms pricing still waits on a quiet machine
- overhead names take the V-plates' 20-yard cap, read at the bytes (this one is wrong and reverts in the next snapshot — the law belongs to the other nameplate system)
- the calendar lifts out of the `date()` global into its own module
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Print Screen takes a screenshot to `benilla-config/Screenshots/` (F13 on macOS), shows the reference's "Screen Captured" line, and the line never appears in the file — the capture defers one frame so the hidden confirmation's quads rebuild first; and the rule it surfaced is now hard law: benilla never writes anything into the WoW install
- six per-frame taxes now skip when their inputs are settled: water foam asks a spatial index (a dry unit is one hash miss, was a ~2.2k-surface scan per unit), an idle remote stops its capsule sweeps at the fixed point, hover picks stop allocating ahead of the ray-sphere reject, an unchanged unit's loadout is not re-derived, and the ground-shade walk stops re-asserting the world — settled inputs produce bitwise-identical outputs, each lane fenced by its own test; ms pricing still waits on a quiet machine
- overhead names take the V-plates' 20-yard cap, read at the bytes (this one is wrong and reverts in the next snapshot — the law belongs to the other nameplate system)
- the calendar lifts out of the `date()` global into its own module
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
- 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>
- the Stormwind/Orgrimmar minimap lines are gone, at the cause: a group's boundary tile is authored 1.0 yd larger on that side alone, so touching groups overlap by 2 yd — without the bleed a LINEAR-filtered silhouette loses ≈0.38 texel at every abutment and the black clear reads through as a dashed line; with it, disc black goes 4.49% → 3.69% and no lines, inside the reference's own band
- the tile sampler stays LINEAR but filters in gamma space (`GL_SKIP_DECODE_EXT`, as the reference's trace has it) — a terrain underlay and a NEAREST sampler both reproduced the symptom and were both retracted as wrong once wow-re refuted them
- the canal-surface line in the world was a second defect: Stormwind's canal groups genuinely overlap (14,416 lattice points claimed wet twice), so the translucent sheet composited twice — the MLIQ `0x80` shared-tile gate now resolves each shared cell to one owner at load, pixel-identical and zero double-claimed points, not one wet point lost
- the interior composite is probeable headless now: `WOW_MM_PROBE` synthesises the minimap slot server-less, and an offline rebuilder reproduces the defect and the fix from the shipped art
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the Stormwind/Orgrimmar minimap lines are gone, at the cause: a group's boundary tile is authored 1.0 yd larger on that side alone, so touching groups overlap by 2 yd — without the bleed a LINEAR-filtered silhouette loses ≈0.38 texel at every abutment and the black clear reads through as a dashed line; with it, disc black goes 4.49% → 3.69% and no lines, inside the reference's own band
- the tile sampler stays LINEAR but filters in gamma space (`GL_SKIP_DECODE_EXT`, as the reference's trace has it) — a terrain underlay and a NEAREST sampler both reproduced the symptom and were both retracted as wrong once wow-re refuted them
- the canal-surface line in the world was a second defect: Stormwind's canal groups genuinely overlap (14,416 lattice points claimed wet twice), so the translucent sheet composited twice — the MLIQ `0x80` shared-tile gate now resolves each shared cell to one owner at load, pixel-identical and zero double-claimed points, not one wet point lost
- the interior composite is probeable headless now: `WOW_MM_PROBE` synthesises the minimap slot server-less, and an offline rebuilder reproduces the defect and the fix from the shipped art
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the rig-palette copy-on-write copies the live prefix, never the capacity: ~6.3 MB of memcpy per frame — paid everywhere, however few rigs were awake — becomes the ~250 KB actually live, ~25× smaller and observationally identical
- a frozen model-particle pool stays hidden (spell shards were drawing through walls and the cull forever), and a parked rig's animation event tracks fall silent like the reference's — except MORE_AUDIBLE creatures, so off-screen combat stays audible while the rest of the world goes properly quiet
- an automatic dismount no longer keeps the mount's run speed on foot (the reported `.tele` repro): a mover's speeds stage for the whole drain instead of being written live mid-teleport
- a dead character's portraits show the living face again: the ghost death-screen pass was leaking into every portrait bake — all eight portraits, paper doll, inspect, dress-up — because the death gate was the one combine lane with no per-view scale; post-fix the bake reads MAE 0.000 against the living control while the world still goes steel-blue on release
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the rig-palette copy-on-write copies the live prefix, never the capacity: ~6.3 MB of memcpy per frame — paid everywhere, however few rigs were awake — becomes the ~250 KB actually live, ~25× smaller and observationally identical
- a frozen model-particle pool stays hidden (spell shards were drawing through walls and the cull forever), and a parked rig's animation event tracks fall silent like the reference's — except MORE_AUDIBLE creatures, so off-screen combat stays audible while the rest of the world goes properly quiet
- an automatic dismount no longer keeps the mount's run speed on foot (the reported `.tele` repro): a mover's speeds stage for the whole drain instead of being written live mid-teleport
- a dead character's portraits show the living face again: the ghost death-screen pass was leaking into every portrait bake — all eight portraits, paper doll, inspect, dress-up — because the death gate was the one combine lane with no per-view scale; post-fix the bake reads MAE 0.000 against the living control while the world still goes steel-blue on release
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the loot kneel finally fires on a chest (the reported gap): a chest never sends `CMSG_LOOT`, so the client-local loot latch gains its second arm on `SMSG_SPELL_GO` with the loot response as an admission gate — you kneel before the window opens and hold it while it is up, like the reference
- the outdoor draw election lands: the 1.12 client elects every scene object per frame, and a unit behind you or in a room the portal flood can't see is neither drawn, animated nor particle-ticked — at the Goldshire pin drawn submeshes go 365 → 49 and live particles 569 → 138, camera stamp bit-identical; `WOW_NO_DRAW_ELECTION=1` reverts. No ms pricing yet — counts only, the machine was shared
- standing-NPC facing and docked transports go write-on-change instead of dirtying their transforms every frame
- the options window gets a ground: a black fill inside the rope drops the world's bleed-through onto the page from 40% to 12%, so the small text reads against snow and noon water
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the loot kneel finally fires on a chest (the reported gap): a chest never sends `CMSG_LOOT`, so the client-local loot latch gains its second arm on `SMSG_SPELL_GO` with the loot response as an admission gate — you kneel before the window opens and hold it while it is up, like the reference
- the outdoor draw election lands: the 1.12 client elects every scene object per frame, and a unit behind you or in a room the portal flood can't see is neither drawn, animated nor particle-ticked — at the Goldshire pin drawn submeshes go 365 → 49 and live particles 569 → 138, camera stamp bit-identical; `WOW_NO_DRAW_ELECTION=1` reverts. No ms pricing yet — counts only, the machine was shared
- standing-NPC facing and docked transports go write-on-change instead of dirtying their transforms every frame
- the options window gets a ground: a black fill inside the rope drops the world's bleed-through onto the page from 40% to 12%, so the small text reads against snow and noon water
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- show-helm / show-cloak preferences dress the world body at last: the preference is `PLAYER_FLAGS` 0x400/0x800 — a public descriptor field, so it dresses every player you can see — and equipment resolve now reads it in both places the helm resolves (geosets and attachments) and the one the cloak does; character select has honoured the same stored bit since day one, which is why the two disagreed
- the toggles reach the wire (`CMSG_TOGGLE_HELM`/`CMSG_TOGGLE_CLOAK`), the `ShowHelm`/`ShowingHelm`/`ShowCloak`/`ShowingCloak` script API exists, the dressing room follows the world, and Options → Interface finally has the two rows
- the minimap's interior draw starts compositing into the client's own 256² target, and the interior gate reads the client's indoor byte — the ground work for the black-lines fix that lands next
- `WOW_DRESS_CENSUS` reports what the wire asked for vs what is on the body
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- show-helm / show-cloak preferences dress the world body at last: the preference is `PLAYER_FLAGS` 0x400/0x800 — a public descriptor field, so it dresses every player you can see — and equipment resolve now reads it in both places the helm resolves (geosets and attachments) and the one the cloak does; character select has honoured the same stored bit since day one, which is why the two disagreed
- the toggles reach the wire (`CMSG_TOGGLE_HELM`/`CMSG_TOGGLE_CLOAK`), the `ShowHelm`/`ShowingHelm`/`ShowCloak`/`ShowingCloak` script API exists, the dressing room follows the world, and Options → Interface finally has the two rows
- the minimap's interior draw starts compositing into the client's own 256² target, and the interior gate reads the client's indoor byte — the ground work for the black-lines fix that lands next
- `WOW_DRESS_CENSUS` reports what the wire asked for vs what is on the body
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- WMO water stops running the terrain-liquid program: the material key names WHICH renderer a pool takes, and the two WMO arms land — Blackfathom Deeps' interior pools take their authored per-vertex opacity and the material's own body colour (34, 38, 57 there — the dark blue-grey in the reference shot) instead of coming out opaque and daylit on the zone's river swatch
- the exterior WMO arm bands at sub-17, not sub-16 — teal, not olive — which is what the Stormwind canals actually read as
- a hole corner's authored height no longer counts as a height, and a corpus-wide instrument reports which WMO water arm every pool takes
- the ADT/Felwood golden sweep is bit-identical: open-world water is provably untouched
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- WMO water stops running the terrain-liquid program: the material key names WHICH renderer a pool takes, and the two WMO arms land — Blackfathom Deeps' interior pools take their authored per-vertex opacity and the material's own body colour (34, 38, 57 there — the dark blue-grey in the reference shot) instead of coming out opaque and daylit on the zone's river swatch
- the exterior WMO arm bands at sub-17, not sub-16 — teal, not olive — which is what the Stormwind canals actually read as
- a hole corner's authored height no longer counts as a height, and a corpus-wide instrument reports which WMO water arm every pool takes
- the ADT/Felwood golden sweep is bit-identical: open-world water is provably untouched
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the Tainted Scar sky reads its dark red overcast instead of almost pure white: a light-band row with no keyframes now commits the client's own constant — black for colour rows, +0.0 for scalars — instead of an invented neutral-daytime palette; Blasted Lands authors cloud density 0.85, so the cloud gradient IS the sky there, and sky pixels go `rgb(255,255,255)` → `rgb(145,55,25)` while the terrain control stays bit-identical and the blessed capture sweep holds MAE 0.000
- an NPC you interact with turns to face you and holds the bearing while the window is open — client-side, a per-frame facing-goal chain whose smoother halves the remaining angle each frame (π settles in 8–9 frames); the server sends nothing, and a patrolling guard or a creature in combat is unaffected
- sending a chat line plays the talk gesture, like every 1.12 client: a say reads its last byte (`?` question, `!` exclamation, else talk), a yell always shouts, a laugh-word laughs — five gestures resolved from Emotes.dbc flag bits, and talking stows a drawn weapon
- a standing capture viewpoint pins the Tainted Scar sky for regression
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the Tainted Scar sky reads its dark red overcast instead of almost pure white: a light-band row with no keyframes now commits the client's own constant — black for colour rows, +0.0 for scalars — instead of an invented neutral-daytime palette; Blasted Lands authors cloud density 0.85, so the cloud gradient IS the sky there, and sky pixels go `rgb(255,255,255)` → `rgb(145,55,25)` while the terrain control stays bit-identical and the blessed capture sweep holds MAE 0.000
- an NPC you interact with turns to face you and holds the bearing while the window is open — client-side, a per-frame facing-goal chain whose smoother halves the remaining angle each frame (π settles in 8–9 frames); the server sends nothing, and a patrolling guard or a creature in combat is unaffected
- sending a chat line plays the talk gesture, like every 1.12 client: a say reads its last byte (`?` question, `!` exclamation, else talk), a yell always shouts, a laugh-word laughs — five gestures resolved from Emotes.dbc flag bits, and talking stows a drawn weapon
- a standing capture viewpoint pins the Tainted Scar sky for regression
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the addon line's folder is corrected to `benilla-config/AddOns/` beside the executable — the name `local_state` actually uses, not the decision record's original
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the addon line's folder is corrected to `benilla-config/AddOns/` beside the executable — the name `local_state` actually uses, not the decision record's original
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the README's addon line names the real folder — `benilla/AddOns/` beside the executable, the one local-state folder everything else of benilla's lives in — not the install's `Interface/AddOns`
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the README's addon line names the real folder — `benilla/AddOns/` beside the executable, the one local-state folder everything else of benilla's lives in — not the install's `Interface/AddOns`
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the "Not built yet" paragraph catches up with the last two weeks: guilds, the pet bar, fishing, the dressing room, macros and key bindings are in, and the list is now battlegrounds and honor, the auction house, and the unfinished half of addon support
- third-party addons are stated as partial: AtlasLoot and Bagnon run, and the addon API fills in as more addons are tried
- the UI line names the guild, macro and key-binding windows among the classic windows it drives
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the "Not built yet" paragraph catches up with the last two weeks: guilds, the pet bar, fishing, the dressing room, macros and key bindings are in, and the list is now battlegrounds and honor, the auction house, and the unfinished half of addon support
- third-party addons are stated as partial: AtlasLoot and Bagnon run, and the addon API fills in as more addons are tried
- the UI line names the guild, macro and key-binding windows among the classic windows it drives
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- a fix16 animation key is signed: Zul'Farrak's troll gate was drawing its burnt twin inside the intact one (a −1.0 key read as +1.0, so the cull never fired) — 24 two-state models stop showing both states, 65 fade curves lose an over-bright tail
- a GameObject is placed by its quaternion, not its facing: the Ravenwind arm of the Feralas signpost comes down from mid-air onto the post, and 1,411 visible spawns — 123 of them chairs — take their authored tilt; the inspector shows it
- sitting in a chair holds: a jumpless fall puts nothing on the wire until it lands and heartbeats on the ordinary 500 ms deadline, so the stalled frames inside the chair's collider no longer send the moving flag that stood you back up; and the use cursor greys past the chair's own 3.0 yd reach
- README's "Not built yet" catches up: guilds, the pet bar, fishing, the dressing room, macros, key bindings and addons are in
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- a fix16 animation key is signed: Zul'Farrak's troll gate was drawing its burnt twin inside the intact one (a −1.0 key read as +1.0, so the cull never fired) — 24 two-state models stop showing both states, 65 fade curves lose an over-bright tail
- a GameObject is placed by its quaternion, not its facing: the Ravenwind arm of the Feralas signpost comes down from mid-air onto the post, and 1,411 visible spawns — 123 of them chairs — take their authored tilt; the inspector shows it
- sitting in a chair holds: a jumpless fall puts nothing on the wire until it lands and heartbeats on the ordinary 500 ms deadline, so the stalled frames inside the chair's collider no longer send the moving flag that stood you back up; and the use cursor greys past the chair's own 3.0 yd reach
- README's "Not built yet" catches up: guilds, the pet bar, fishing, the dressing room, macros, key bindings and addons are in
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- a panning UI batch rides its Transform instead of rewriting its mesh, minimap tiles emit unclipped (the mask shader already zeroes the corners), and the blip layer's origin snaps to half a logical pixel — steady UI mesh writes while moving drop from ~183/s to 10–14/s, and three minimap quads stop arming change detection over ~40k world meshes
- the classify twin GC comes off the despawn edge: a part despawn schedules the full walk behind a 2 s deadline instead of running it that frame — 12–22 full walks a second while walking, gone
- the walking tax measured and banded at Goldshire: parked 10.7 → moving 14.1 ms/frame of process CPU, ~+2.5 after the two fixes above
- WOW_PART_CHURN and WOW_MESH_HOLDERS count part spawn/despawn frames and name which entities hold a churning mesh; the capture rig's `at:` pin learns a facing
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>