fff48cd75caba0c40ef78225a55bd013bd7e61ba
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Commits
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ee9cfdcacf |
Two settings for things arriving: a foliage distance row, and a ramp for lights
**Foliage Distance** (`foliageDistance`, Advanced Graphics, 70..300 yd). The reference draws ground clutter to a hardcoded 70 yd (`[0x867958]`) and we inherited it, so grass, reeds and small bushes arrive at a fixed ring around the player — which is exactly where the eye is drawn to them appearing. The row moves the ring; it changes nothing about what grass looks like. Measured on an Elwynn fence line (`fence-shadowline-day`, clutter density 2), p50 frame time / main thread: 70 yd **3.25/3.26 ms**, 140 **3.32/3.24**, 200 **3.48/3.38**, 300 **3.69/3.42**, with the GPU flat throughout. Doubling it is free; past 140 it costs main thread, which is the budget this client is short of. The registered default IS the reference's own 70 and the row is in no preset ladder, so nothing moves until a player asks it to. It commits on Apply: `fade_far` is baked into the clutter material key, so a change drops every built patch to be re-cut (338 meshes on one measured write) and a drag would do that thirty times a second. `clutter::remesh_on_cutout_change` is now `remesh_on_material_change` and watches both the alpha ref and the fade for that reason. What it buys in a STILL is small — 70 -> 300 moves 0.6% of a frame, the far tufts being sub-pixel — and that is the wrong instrument: the complaint is grass ARRIVING, which no static capture can show. **Light arrival fade** (`lighting::global_light`). No setting: a correction, not a taste. A fixture enters the packed light table for several unrelated reasons — the portal walk reaching its room, its WMO group streaming in, the camera crossing `INTERIOR_NEAR_ADMIT` or `POINT_PACK_RADIUS`, the 255-entry capacity cut re-sorting — and every one of them was a hard edge that switched a light on at full brightness between one frame and the next. Measured in Ironforge by diffing the admitted set between static vantages: walking **3 yd exchanged 2 of 172 admitted lights, and 10 yd exchanged 8** — about one arriving per yard, which at a walk is several a second. The table ran 110-196 across five vantages and never reached the cap, so this is admission churn and NOT capacity; the cap does bind transiently during a world load (305 candidates seen once), which is why the boundary fade below is kept. Arrivals now ramp over 0.35 s, whichever rule admitted them. The scale lands on the light's colour before the pack, so the GPU table, the CPU mirror, the fog lamps and the froxel volume all follow from one write. Deliberately NOT symmetric: a departing fixture still goes at once, because keeping it alive to dim means keeping its room claim alive with it, and a stale claim gates a live light with a dead building's identity. **Spell lights are exempt**, and that is the exemption that matters: a fireball's light lives about as long as the ramp does, so ramping it would spend the whole effect at half strength. Beside it the capacity cut itself is softened — the last 24 admitted ranks scale toward zero across the distance band they span — and nothing fades while the table fits, which is what makes the control possible: with the ramp on against off, the Goldshire inn and the Great Forge both settle BYTE-IDENTICAL. Also recorded in docs/GRAPHICS.md: captures force `WOW_CLUTTER_DENSITY=0` for byte-stable baselines, so a run that sets only `WOW_CLUTTER_FADE` measures a scene with no grass in it and reports every horizon as free. Three rounds of this measurement were worthless before the starved control caught it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn |
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33fc0c2023 |
Froxel volumetrics: the haze stops painting shadowed air the colour of sunlit air
`volumetricFog` gains tier 3, "Volume", with a "Shadowed Air" dial beside it; the Ultra rung of Lighting Quality takes it. A view-space 160x90x64 froxel grid — a fixed BUDGET, so every resolution costs the same — marched one compute thread per screen COLUMN, front to back, with a reprojected eight-frame history. Inject and integrate in one pass, because a froxel past the last shadow cascade has no evidence either way and the honest answer is the mean of what the rest of its column could see; a thread that owns the column can carry that and a froxel-per-invocation dispatch cannot. It publishes two things: - **the lit share** — how much of the air in front of each pixel the sun actually reaches, weighted by each slice's own contribution to what the eye sees through it. `volumetric_fog`'s haze multiplies its colour by it. The haze below this rung is the reference's: a zone colour mixed in by distance, the SAME colour whether the air it tints stands in open sun or a mountain's shadow, and no screen pass can tell it otherwise because a shaft march only ever ADDS light. On an Elwynn overlook at noon, 74% of the frame is air the sun does not fully reach. - **the lamps' in-scatter**, free once a volume exists: the phase lobe evaluated at every point of the air rather than once per ray at its closest approach, attenuated by the medium it crosses and strengthened when the medium is. `lampFog`'s analytic halos retire into this solve at tier 3, and that row still chooses which lamps and how many. The gain is derived, `0.9 / density(clear night)`, so the two lanes match on a clear night. At the Goldshire inn, isolating each by rendering lampFog 0 against 2 on both (the bases are byte-identical, which is what makes it a comparison): the volume's are 1.30x and wider. The sun's SHAFTS deliberately stay on `volumetric_light`'s per-pixel march, and that is a measurement. A volume bands in hard horizontal steps at 160x90, 320x180 and 534x300 alike, because one froxel column hands the same value to about a hundred pixels and a canopy's shadow is finer than any grid worth paying for. Spreading each column's samples across its own screen footprint (R2 down the column) turns the steps into a gradient and is worth knowing for any volume, but the march still wins on detail. docs/GRAPHICS.md has the sweep. Safety is one number: fully lit air multiplies by EXACTLY 1, so at Shadowed Air 0 the lane renders byte-identical to High over all 1,440,000 pixels with every pass still running. Getting that exact needed `1 - (1-floor)*(1-lit)` and not the `mix(floor, 1, lit)` it equals — `mix` is a fused multiply-add and lands a last ulp below 1.0, which moved five of nine tier 0-2 control pairs with the rung switched OFF. The shipped floor, 0.85, is deliberately half the depth of the first one tried, and the dial reaches twice it. Control: nine tier 0-2 pairs against the previous build, five byte-identical and four differing by one or two PIXELS out of 1,440,000 at 1-2 of 255 — every tier-0 pair identical, and tier 0 is the tier that switches the fog pass off, so the remainder is the fog shader's instruction schedule changing because the shader did. Cost is under the noise of both instruments: the frame probe puts Volume inside High's own run-to-run spread, and the GPU pass timer puts `gpu_other` at 0.75 -> 0.76 ms. Also recorded: `water-lake` leaves the deterministic row once shadows are forced on — it differs from a build of ITSELF by up to 88/255 on 0.03% of pixels. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn |
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848c840ecf |
SSILVB: the AO lane stops only darkening and starts bouncing light
`ambientOcclusion` 3 (Indirect Light), the Ultra rung. Tier 3 of the AO row rather than a row of its own, because it is one trace: the bitmask that measures occlusion properly is what produces the bounce, so a player choosing between them would be choosing between two halves of the same thing. Classic SSAO sums a cosine term per tap, so two occluders covering the same direction count twice and a cluttered corner over-darkens. A bitmask counts DIRECTIONS: each slice owns a 32-bit word of angular sectors, a tap sets the run it spans, overlap is a no-op. And the bits a tap sets that were NOT already set are exactly the share of the hemisphere it is the nearest thing in — i.e. the fraction of the receiver's light it alone is responsible for. Its own pixel colour, weighted by that, IS the one-bounce indirect term. No second trace, no probes, no extra pass. ## The lane was already shaped for it - `STAGE_AO` already bound the resolved scene colour, for the bright-pixel protection mask. That buffer is exactly what a screen-space gather reads. - The apply needed no new pass and no dual-source blending: visibility in `src.a`, bounce in `src.rgb`, blend `One, SrcAlpha` = `bounce + dst*vis`. - Only the half-res stages grew, by one attachment each, and the uniform's two spare floats carried the strength and thickness, so its layout never moved. ## The one part that is ours and not the paper's **The bounce is scaled BY THE OCCLUSION.** A physically-measured bounce is wrong here: 1.12's lighting already carries an ambient term standing in for indirect light, so adding a measured one double-counts it. Unscaled it lifted a daylight exterior's median from 85.7 to 101.3 and washed the frame flat. Scaled by `occ`, the lane puts back only the share of the ambient the occlusion just took away, in the occluder's colour. An open field gets nothing, because nothing was removed there; a corner gets the colour of the wall shading it. Redridge overlook noon median 85.7 -> 86.7 Goldshire inn noon median 26.7 -> 29.0 Neutral in daylight, +8.6% in the shaded room — the same shape as the auto-exposure lane's floor of 1.0, for the same reason. The gather runs in LINEAR (`c*c` in, `sqrt` out): the scene is stored in gamma, and 0.5 gamma is 0.22 of the light, not half of it. ## Cost Frame time is unchanged (inn 2.22 -> 2.21 ms over 600 frames; overlook 2.25 -> 2.11). That is the frame being CPU-bound, not the lane being free. The GPU meter is the honest instrument: whole-frame GPU 1.68 -> 1.81 ms, and the bucket these passes land in 0.40 -> 0.54. So **+0.14 ms of GPU over High and nothing on the main thread** — which is why the Options text says "a fraction of a millisecond" rather than what I first wrote before reading the meter. ## Two bugs, both found in the intermediate rather than the frame - **Screen +y is view -y.** `view_at` flips clip y, so a slice direction built as `vec3(omega, 0.0)` measures its taps against a mirrored normal. One slice of two was right and the other inverted, averaging to A FLAT FLOOR READING 50% OCCLUDED. `WOW_AO_DEBUG=4` showed it in one run; the composited frame never would have. - **`a / b` and `a * (1.0 / b)` are not the same number.** Factoring the blur's divisor into one reciprocal — a tidy-up, not a change — moved `water-lake` at tier **1** by up to 53/255 on 0.021% of its pixels, because the AO is multiplied into the colour the water lane's depth-march then refines by bisection, and one ulp picks a different step. Restored to two divides. ## Control Tiers 0-2 byte-identical to the build before this, on three deterministic scenarios at three tiers each, nine of nine. `fence-shadowline-night` had to be dropped mid-control, and it sharpens the determinism table added last commit: it screens as deterministic at the DEFAULT tier and is not at tier 1. Screen a scenario at the setting you are about to measure it at, not at its default. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn |
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11dda4f9cf |
Two cheap lanes: RCAS sharpening, and a field of view a player can move
Both were named in docs/GRAPHICS.md as nearly free and neither had been built. They are unrelated to each other; they land together because each is small. ## Sharpening (`sharpening`, 0 Off / 1 Low / 2 Medium / 3 High) RCAS, FSR 1.0's sharpening half taken on its own. It does not resample, so it needs none of the upscaler's motion vectors, jitter or history — which is the whole reason it can land while §7 cannot. One 5-tap cross; the lobe is not a constant but the widest one that cannot push the result outside the ring's own range, solved per channel against a peak of 1.0 and taken as the most conservative of the three. Flat regions get nothing and nothing rings. The seat is most of the design. `Core3d`, after `FfxGlowLabel` and before `Node3d::Bloom`: - After the glow, not before. `FfxGlowNode` builds the blur chain the glow and the underwater haze read, and a sharpened bloom source is how an unsharp mask turns a lit window into a ringed halo. - The world view only. The world's last reader is the FFXGlow combine drawn inside the UI camera's main pass, which binds `main_texture_view()` at node-run time per frame, precisely so a `post_process_write` upstream lands. The interface is drawn afterwards into a different target — and sharpening text is the one thing this must never do. - Every tap saturates, as the combine's own scene read does one pass later: the limiter is solved against a peak of 1.0, so a super-white tap would invert the bright side's sign. Nothing is lost, the blur chain already took its copy. - No denoise term. The deband dither it would exist to suppress is added downstream, in the combine's exit. Measured, 600 frames: Redridge overlook 2.95 -> 3.02 (Medium) -> 3.01 (High); Goldshire inn 3.46 -> 3.51 -> 3.29. Inside the noise, the inn reading *faster* at High being how you know. CPU flat. What it buys: 3.8% / 19.9% / 48.6% of the frame moved by more than 2/255. **The first run hit the trap this repo already has a note about.** `max(4.0 * mx, 1e-5)` where `mx` is a `vec3` is `error: inconsistent type passed as argument #2 to max`. naga refused the shader, the pass drew nothing, and the capture came out looking perfectly normal. One `grep -ciE 'error:'` on the capture log answered it before a single image was diffed. ## Field of view (`fieldOfView`, vertical degrees, 40..70, default 45) Field of View on the Graphics page under Render Scale, live as you drag. It is the BASE lens, not a fourth factor. `player::scoped_view` already multiplied two things in and neither is a field of view: SuperWoW's `FoV` is the reference's `[camera+0x40]` as a ratio, the spyglass is a zoom off normal. Both answer "how much wider than normal"; nothing a player could move answered what normal IS, and the answer was a `const` in `benilla-world`. So the term order is `base × FoV × zoom`, and an addon writing `FoV` still means the same fraction of the lens the player chose. Vertical degrees, not horizontal, which keeps the reference's Hor+ framing: a fixed vertical lens widens horizontally as the window does, so an ultrawide player gains picture at the sides instead of losing it off the top. The default is `CAM_FOVY` to the bit — `45f32.to_radians()` and `FRAC_PI_4` are both `0x3f490fdb` — which the defaults-mirror test now asserts on `to_bits()` rather than against a tolerance. An ulp of projection is a pixel in a capture diff, and a row that reframes the world for a player who never opened Options is not a row, it is a regression. ## Both lanes off: byte-identical Against a `git stash`ed build of the same tree: `overlook-noon` and `water-lake` identical, and `fieldOfView=45` written explicitly identical to the row never touched (40 and 65 move 97.6% and 99.3% of the frame). `inn-noon` is excluded WITH PROOF rather than quietly: two runs of the *same* binary differ on 37.8% of their pixels by up to 199, because that scene's flame emitters do not reproduce. Its own before/after delta is 0.00% of pixels at a maximum of 1. A scenario that cannot reproduce itself cannot be a control, and the number to check first is always the baseline against itself. ## Seats Six Options edits each, per the recipe, including the silent one (`OPTIONS_PAGE_ROWS`). Sharpening is a dropdown on Advanced Graphics with the other screen effects and reuses the existing `qOff/qLow/qMedium/qHigh` labels; Field of View is a `raw`-format slider on Graphics, whose label is literal because that page is not localised. Preset ladder: `sharpening` takes `ambientOcclusion`'s shape (`0 0 1 2 2`) because a look change starts at Medium in this file's convention; `fieldOfView` is on no rung at all, because it changes how the game feels to play and that is the player's call. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn |
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280c2e886f |
Planar water: the mirror works, and ladders in at waterQuality 3 (Ultra)
The starburst was three defects, and none of them was the oblique projection I blamed it on in the last commit. What found them was looking at the mirror's own render target instead of reasoning about the composited frame — the water reads it through a fresnel weight, a rippled UV, a plane-match band and an SSR march that paints over it, so from the outside a broken mirror and a broken water shader look identical. WOW_MIRROR_DUMP=1 now writes that target beside the capture. (Bevy's own save_to_disk cannot: try_into_dynamic knows four 8-bit formats and answers UnsupportedFormat for Rgba16Float, logging and writing nothing.) - The oblique row's scale. Replacing the near plane with the water plane costs the FAR plane: `z >= 0` stops meaning "nearer than CAM_FAR" and becomes `depth >= a*d`, a plane through the eye tilted by a. Lengyel's own scale puts that plane exactly through the frustum's far corner, and the sky dome is pinned just inside the far plane, so it straddled the boundary and was sliced along its own tessellation. Scale by the supremum of d/depth over the frustum instead, with 2% of margin. - The water surface lay ON its own clip plane. This was the starburst and it was fatal rather than untidy: depth now means "distance above the plane", so a fragment at d=0 reads z/w=1, the nearest value reverse-Z has, and beats every other surface in the frame. The mesh is wave-displaced, so its triangles straddled the plane instead of lying in it, and each was clipped to a sliver that kept the winning depth. SURFACE_CLEARANCE lifts the plane a yard: the swell sums to 0.34 and the probed height answers for the surface under the eye, not this fragment. - The mirror was stored upside down. A true reflection is what a camera on the far side sees with its up vector reflected too — an improper basis no Transform can hold. The honest right-handed camera sees the same surfaces through the same frustum and stores the image flipped, so the shader samples 1 - v; that costs no winding flip, so backface culling stays correct. It read as a lake reflecting the ridge the RIGHT way up. Measured: Lake Everstill 2.87 -> 3.36 ms mean over 600 frames (+17%), the Stormwind canal inside the noise, CPU +0.2 to +1.1 ms. It is the first lane in docs/GRAPHICS.md that spends main thread, so it is a rung of its own above High and the default stays 2. Seated as a setting, per the standing rule that no graphics lane hides behind an env var: waterQuality gains tier 3, the Ultra preset takes it, and the Advanced Graphics dropdown gains a fourth entry in both locales. With the lane off, both scenarios are byte-identical to the build before it — which took two findings of its own: - The system could not live in Update at all. `&mut Transform` on a camera is shared with everything that moves anything; declaring it put 59 undeclared orders into Update and tripped the schedule ratchet, which is what kept this behind an env var. It belongs in PostUpdate with the skybox and the billboards, after propagation and before visibility, where it also reads the eye's settled pose instead of a frame-old one. (The comment blaming ResMut<Assets<Image>> for those 59 was wrong — dropping the asset handle changed the count by zero.) - A system that runs and returns on its first line is still not free. Holding &mut Camera and &mut GlobalTransform for a frame is enough to change which undeclared orders the executor picks: the canal moved 0.75% of its pixels by up to 96/255 with the lane switched off. So the whole system sits behind a run condition rather than an early return — and the same effect killed a .before(UpdateDirectionalLightCascades) order that was correct in itself. PostUpdate's ambiguity ceiling goes 466 -> 495 with the reason (the pairs are structurally impossible: nothing else in the schedule names the mirror camera); Update's ratchets down 4973 -> 4952. Also restores scripts/gates.sh's `where` example, which had gone missing. Its absence was silent — cargo's error went to /dev/null and `|| true` made it read as "no install" — so the memo key and the player-tests gate saw none even when WOW_DATA was set. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn |
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88b6998453 |
Auto exposure: dark rooms read at their own level
The programme's item 1 was terrain horizon occlusion, ranked first on the reasoning that it would make the frame cheaper on the thread that is actually full. **I measured it before building it, and the premise does not hold for this renderer**, so this is item 2 instead. The numbers are in `docs/GRAPHICS.md`: cutting the view distance from 777 yd to 177 — removing four fifths of the visible world — saves 0.44 ms of a 3.6 ms frame, p95 is flat at 6.4 ms at every distance, no main-world system in a steady vista exceeds 0.12 ms/run, and the model cull already takes 6,016 submeshes to 29 drawn. Horizon occlusion can only remove the fraction of that which sits behind a hill. The reference needed it on a 2004 CPU with no GPU-side culling; we do not. What the same harness said about item 2 was the opposite. Before anything was written: the Elwynn vista renders at a gamma median of 87.6/255 with 1.4% of its pixels under 32, the Goldshire inn at noon at 31.9 with 50.1% under 32, and the inn's kitchen at **12.8 with 94.5% under 32**. That is not a dim room, it is a black screen — and the reference has the same problem, because it has no metering either. A histogram-and-reduce over the HDR view target, smoothed in the log domain, applied ahead of the shafts, bloom and glow chain so FFXGlow's blur — which is built from the scene — sees the same exposed image everything else does. Two departures from the textbook version, both forced by what this renderer's pixels mean (the world is drawn in the reference's gamma convention, which the combine clamps to 1.0): - The gain has a **floor of 1.0**: it only ever brightens. Aiming at the exterior's own measured level is what lands it at 1.0 outdoors with no special case — the vista's median moves 87.6 -> 87.5, and 0.12% of its pixels with it. Daylight is the one look this client is measured against and nothing here was worth moving it. - It has a **ceiling**, which is the tier. The kitchen meters to roughly 24x; uncapped it comes out as daylight, which erases the room instead of making it readable. Subtle and Full are 2x and 4x: "a dark room you can see in" and "one you can read in", neither "a lit room". Measured after: inn noon goes 50.1% -> 4.6% of pixels under 32, the kitchen 94.5% -> 40.3%, and the vista does not move. **+0.08 ms of GPU**, nothing on the main thread. The calibration is the one thing to get right if this is ever re-derived, and it is written down because I got it wrong first: the aim level is the level of the scene THIS PASS SEES, not of the screenshot. The glow adds `w·blur²` downstream, so the finished vista log-averages to 0.0931 linear and the pass's own input to 0.060. Calibrating against the former aimed the lane 1.5x high and brightened the daylight exterior it exists to leave alone — which the vista capture caught immediately. Two rows on Advanced Graphics, both locales, the blend greyed while there is no gain to blend; on the Graphics Preset ladder from Medium, in the shape the other post lanes take. Classic keeps it off, as the reference has no metering at all. Verified: ALL GATES GREEN (550 s); `benilla-app --lib` against the install at the exact 269-failure baseline, set-identical by `comm`. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn |
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50fd1f158e |
The interior lighting rig gets its ten rows, and the audit closes
The last ten CVars `video::on_cvar` answers that a player could not reach. With these the sweep is done: every graphics and video row the observer takes now has a seat, bar the three that are not settings — `frillDensity` (World Detail already drives it, and two dials on one knob is worse than none), `nearclip` (the projection near plane: changing it is a bug, not a preference) and `interiorDebug` (a visualiser). Seven shape the room — the light budget, the ambient floor under every indoor surface, the indoor daylight floor, the bounce gain, the reach past each fixture's authored window, the share of painted-in lighting kept where nothing reaches, and the room gate — and three are the indoor shadow budgets. Named for what they do to a room, not for the quantity they scale, because the quantity is the renderer's word and the room is the player's: "Unlit Room Floor", not "interior bake floor"; "Lights Stay in Their Room", not "room gate". Each description says what the setting is FOR rather than what it multiplies, and three of them carry the thing a player would otherwise misread: - `interiorAttenScale` at 0 is not darkness, it is the authored window switched OFF, so every fixture reaches the whole room. A left end that looks like "no light" and means "all light" needs saying. - `interiorRoomGate` is the one setting whose job is diagnosis: a room the gate leaves on ambient alone looks exactly like a bug, and one click tells the two apart. That belongs in the options window and not only in `/console`. - `interiorShadowEntityRate` is the only row in the indoor shadow block that actually costs frame time — neither count dial above it moved it, which is why it exists as its own row — so its description says to lower it first. Two grooves deliberately offer less than their CVar's clamp, as `RowRenderScale` already does (50-200% inside a 0.25-4 clamp): ambient and indoor daylight run 0..0.1 of a 0..1 clamp, because the shipped value is 0.015 and past about 0.1 a room is not lit, it is fogged. `/console` still reaches the rest. One offers less than its *registration* says: `interiorShadowDynamic`'s help line reads 0..16, but the observer raises 0 to 1 and clamps to `MAX_TORCH_DYNAMIC` (8), so a groove to 16 would be seven stops that all mean 8 and a zero that means 1. The gating is two-level: every row needs the live-fixture lane, and the three shadow budgets need the shadows on top of it. A budget row left live while its shadows are off is a dial that does nothing, which is how settings earn the reputation these ones had. Russian for all ten rows and their descriptions is written to match the register of the column already there; a native reader would still improve it. Verified: ALL GATES GREEN (346 s); `benilla-app --lib` against the install at the exact 269-failure baseline, set-identical by `comm`. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn |
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2d1dbd5639 |
Seven more graphics settings get a seat: the filter pair, MSAA, the shadow rig
The sweep behind this: every CVar `video::on_cvar` answers, against every CVar the Options window names. Twenty of fifty-five had no seat at all, so the only way to them was `/console` — which is not a setting. Seven of them here; the ten interior-lighting rows follow. **Graphics page.** Trilinear Filtering under Anisotropic, because they are one policy: aniso at 2 or more writes filter mode 5 and trilinear writes mode 4 only while that bit is clear (`0x688d0d`), so the row is GREYED while anisotropy is on — not hidden, and not rewritten. It keeps the value a player set, and turning anisotropy off hands it straight back. The gating reads the STAGED anisotropy where there is one, since both rows defer: otherwise a player who moves one and has not pressed Apply sees the row it is about to gate stay live for the rest of the visit. Multisampling beside Vertical Sync and Resolution, the latched `gx*` rows it commits with. 1.12 had this row and we did not. Backed by the index verbs its own dropdown used (`0x48c580` / `0x48c640`) rather than by `gxMultisample`, because picking a format writes the colour and depth rows with it as one record — and it rebuilds its list on open, like Resolution, since at OnLoad the engine has published no formats yet. Only the sample count is named: the colour and depth halves of each triple describe our swapchain and steer nothing, so offering them would offer a choice that does not exist. Its description says plainly that multisampling does less here than in a modern game, because it misses the alpha-tested cutouts most of this game's foliage and fencing is made of. **Advanced Graphics.** The shadow rig's four unreachable rows — Soft Shadow Edges (the 9-tap gaussian against the card's own 2x2; Bevy's third mode is deliberately not offered, since it only resolves under TAA this camera does not run), Shadow Caster Range, and the two update-rate caps — plus Torch Shadow Darkness beside the softness dial it shares a shadow with. The rate caps needed their own readout. `0` there is **every frame**, the opposite of what it looks like, so a bare "0 per second" would read as the shadows being switched off — which is what the two toggles above them are for. They now say "Every frame", in both locales. Gating is per-lane where the lane is what matters: each rate cap is dead only while its own lane is, while the filter and the reach ride the cascade and need just one sun lane left. Russian for all five rows and their descriptions is written to match the register of the column already there; it would still benefit from a native reader. One thing worth recording for the next row: `OPTIONS_PAGE_ROWS` has positional contracts in its tests, and the list's own comments say "appended so the other rows keep their indices". It drives refresh, search and Restore Defaults — never layout, which is the frames' own anchors — so appending costs nothing and seats each row where it belongs. Verified: ALL GATES GREEN (322 s); `benilla-app --lib` against the install at the exact 269-failure baseline, set-identical by `comm`. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn |
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c315fb4f35 |
Anisotropic filtering and trilinear apply in the session
The Options row shipped last commit said the setting needed a relaunch.
It does not have to. The reference's "enabled upon restart" is about its
TEXTURES, not its CVars — both register with `flags = 1`, live — because
its sampler state was baked inside each `TextureCreate` (`0x449ae0`) and
it kept no list of live textures. Ours can be re-stamped in place.
Two things make it possible, and neither is new work:
- A governed sampler now wears `POLICY_SAMPLER_LABEL`, written by the one
constructor `TexFilterSetting::descriptor`. That is the `applyGlobal`
split the reference draws, made legible at runtime: terrain, WMO/M2 and
the liquid sheets take the policy; weather sprites, the minimap, glue,
Lua widgets, the sky and decals keep their own mode. All four governed
lanes went through that constructor, so a lane cannot forget the label
and silently opt itself out of every later change.
- Extracting a `RENDER_WORLD`-only `Image` takes its *pixels* and leaves
the asset behind (`take_gpu_data` is an `Option::take` on `image.data`).
So every resident texture's own descriptor is still readable in the main
world, for nothing — there is no ledger to keep and none to go stale.
The policy itself stops being a `OnceLock` and becomes one atomic word
plus a revision, so it can be published again on every write and both
halves of the refresh can key off the same number in the same frame:
`refresh_policy_samplers` (render world, `ExtractSchedule`, before every
Prepare) swaps `GpuImage::sampler`, and `invalidate_materials::<M>` raises
`AssetEvent::Modified` so bind groups that captured the OLD sampler are
built again. `static_gx` carries two samplers of its own and rebuilds its
cached cell bind groups in place rather than dropping them — clearing the
cache would be one line, but a region with no GPU state does not draw, so
every building in view would blink out and trickle back under the bake
budget.
Measured, not asserted. `WOW_CVAR_LATE=<name>=<value>` is new here: it
writes CVars *after* the scene has settled, then re-settles the image
around them. A latched lever and a live one give the same boot picture, so
no boot-time A/B can tell them apart. On the Elwynn vista:
anisotropic 16 at boot vs 16 written late:
0 of 1,440,000 pixels differ
and the control that proves the harness is not doing the work (boot 16,
written 16 again late, so no refresh runs but the re-settle is still paid)
is byte-identical to a plain boot. The cost of the change is 873 samplers,
75 material bind groups and 264 static_gx cell bind groups, once; nothing
is re-uploaded, since the pixels never move.
The first run of that A/B was NOT identical — 6.7% of the frame, a dapple
of stale tree shadow on a road that was otherwise correct. That is
`CutoutShadowCasterMaterial`, which deliberately reuses the forward pass's
own leaf handle and so holds a governed sampler, and which lives in
`benilla-app` rather than the engine. Hence the shape the invalidation
took: a public `invalidate_materials::<M>` each crate registers beside its
own `MaterialPlugin`, published through the world-API wall with the record
that says why (the engine naming every material type in the program is the
inversion that wall exists to stop). Forgetting one is silent in exactly
that way — a bind group built after the change is right and one already
cached is wrong — so the capture A/B is written into `docs/GRAPHICS.md` as
the check for this feature, not a unit test pretending to be one.
The Options row keeps its deferral to Apply, now for the real reason: the
commit is cheap once and silly sixteen times, which is what a drag across
the groove would ask for.
Verified: ALL GATES GREEN (520 s); `benilla-app --lib` against the install
at the exact 269-failure baseline, set-identical by `comm`.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
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1c786b7ecb |
Anisotropic Filtering takes its seat on the Graphics page
The CVar has been registered and read since the filter policy landed, and last commit put it on the Graphics Preset ladder — but a player had no way to reach it. The reference's own `OptionsFrameSliders` declares the row at index 7; ours left that index a hole, so the only route to anisotropy was `/console anisotropic 16`, and a player whose preset reads Custom (the seeder never overwrites one) never met the setting at all. Seated where the reference's own slider order puts it: after Brightness, before Weather Intensity. Three things it does differently, each stated beside it: - The groove runs 1 to 16, the CVar's own `ANISO_RANGE`, not the stock table's 1 to 4. That ceiling was the reference *slider's*, not the CVar's — its callback parses 1-16 (`0x689110`) — and both the High and the Ultra rung ask for 16. So the row carries literal bounds and stays out of `BENILLA_GRAPHICS_SLIDER_ROWS`, exactly as `RowRenderScale` does for a CVar the stock table never had, which leaves `OptionsFrameSliders` verbatim for any addon that reads it. - `1` reads out as "Off", not "1x": the reference writes filter mode 5 only at 2 and above, so 1 is the feature off and not its weakest stop. - The description is ours. 1.12's own OPTION_TOOLTIP_ANISOTROPIC describes a four-stop slider, and this one is sixteen. Deferred to Apply, as Vertical Sync and Render Scale are: a sampler is baked into each `Image` at load, so the write cannot reach a texture that is already resident. The tooltip says so in the row rather than leaving a player to wonder why the ground did not change — the same thing the reference's UI means by "enabled upon restart". Verified: `benilla-app --lib` at the exact 269-failure data-gated baseline, set-identical by `comm`, with the new row's own test and the two census counts (tooltip keys, raised plates) moved 116 -> 117 as the row asks. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn |
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89ae4699bb |
Re-seat two picks the #1730 revert and the realm's interface displaced
Two follow-ups to the series, both consequences of the same root cause. **#2150's OptionsFrame.xml hunk, re-ported.** It cherry-picked with no conflict only because the botched #1730 resolution had already replaced this fork's `OptionsFrame.xml` with upstream's, so it applied against upstream's file. The revert then restored ours and took it with it. Ported by hand here: our rows write `self.applyFunc` where upstream's write `this.applyFunc`, and inherit `OptionsCheckboxRowTemplate`/`OptionsDropdownRowTemplate` where upstream's inherit the `Benilla`-prefixed names. Both `TargetofTarget_Update` applyFuncs are gone and the reference note comes along. **#1972's blanket dialog test, scoped to our two dialogs.** The fix — this page's two confirms declaring `timeout`, `whileDead`, `showAlert` — is right and stands. Its test asserted a numeric `timeout` on *every* entry in `StaticPopupDialogs`, which holds for stock 1.12.1 FrameXML but not here: this fork loads the realm's own interface, whose `StaticPopup.lua` leaves `timeout` off 73 of its dialogs. Those are the realm's to declare, and failing on them says nothing about this fix. benilla-app --lib is back to the 269-failure baseline exactly. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn |
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7a8765aa52 |
Revert "The Benilla scroll bar template scrolls its parent itself (#1730)"
This reverts
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73f4bf808d |
The target-of-target rows only write their globals, as 1.12's options do (#2150)
1.12's options declare Show Target of Target as a bare uvar (UIOptionsFrame.lua:65) and the mode is read on save (UIOptionsFrame.lua:365); neither calls TargetofTarget_Update. The frame follows from TargetFrame_OnUpdate and TargetofTarget_OnUpdate on the next frame (TargetFrame.lua:492-501). Our rows called it as their applyFunc, with the row as `this`; the function refreshes `this`'s debuffs (RefreshBuffs(this, 0, "targettarget"), TargetFrame.lua:538), so with a target's target up the switch raised "BuffFrame.lua:281: attempt to index local 'debuffBorder' (a nil value)" (seen on a Linux client). Verified: the_target_of_target_switch_leaves_the_frame_to_its_own_updates (with a target's target up: no error, the frame shows after one tick on and hides after one tick off) fails with the applyFunc put back, with exactly that error, and passes without it; the options and tot_frame tests pass on a deDE install; cargo test -p benilla-app --lib 5145, clippy -D warnings, fmt. Built on macOS only. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> (cherry picked from commit 4d6f9ecc8a0d99e6d3ecf7fa4a8da229ebad92c2) |
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e0895013ed |
The Benilla scroll bar template scrolls its parent itself (#1730)
`BenillaScrollBarTemplate`'s own OnValueChanged was a faux-list handler that both instances replaced with the real scroll, so a new bar that forgot the override wrote `offset`/`updateFunc` on its parent instead of scrolling. The reference's `UIPanelScrollBarTemplate` carries `this:GetParent():SetVerticalScroll(arg1)` itself (`UIPanelTemplates.xml:156-158`). The template now calls `BenillaScrollBar_OnValueChanged(this, arg1)`; the two instance overrides, the dead faux handler and its header text are gone. Test: a bare bar from the template scrolls its ScrollFrame parent with no `offset` or `updateFunc` write; it fails with the old template. Fixes #359 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> (cherry picked from commit 142ed718d3a360a5992c78b53540a356cacf6d1e) # Conflicts: # crates/benilla-app/assets/ui/OptionsFrame.xml # crates/benilla-app/assets/ui/ScriptLogFrame.xml # crates/benilla-app/assets/ui/ScrollTemplates.xml # docs/DEVIATIONS.md Absorbed into the octo fork. Upstream's side taken on all three XML files, and it fixes a live fault in this fork as well: our BenillaScrollBarTemplate called BenillaFauxScrollBar_OnValueChanged, a global defined nowhere in the repo, so every bar built from the template raised on value change — survived only because OptionsFrame and ScriptLogFrame each overrode the handler per instance. The template now carries the real handler and the two overrides are gone. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn |
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d06bb9fae9 |
options: Interior Darkness says what it does not scale
grom turned this dial down, hit snow in Dun Morogh, and got rooms that read "really grey and flat" — then spent his own time hunting it before settling on 19% by trial. The dial was not lying, it was just silent about the half of the picture it does not own. A storm's fog reaches indoors at full strength, which is faithful: the MFOG selector bails on a one-record root (`0x69de4b`) so the room keeps the SCENE fog, and the crossfade staged at `0x6cef43` carries it in "storm veil included". Measured at his own spot, snow against clear: the fog start goes 0 -> -105 over a 350 end, which is 23.1% fog at ZERO distance — the wall in front of you. That predicts [36.0, 50.2, 57.8] against a measured [36.9, 50.3, 58.0], so it is the whole effect. Turn the room light down under that and the veil is most of what is left. So the tooltip now says it, in both locales, and points at the dial as the answer instead of leaving the next player to re-derive it. No behaviour changes — the fog is the reference's and stays. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn |
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81d96af35d |
Everwood: the HD/OctoWoW line of benilla, imported onto upstream
This checkout had no git history at all, so this one commit carries the whole
of the Everwood work as a single import on top of chairmanpow/benilla-octo's
`main` (
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706cd717a3 |
merge: absorb samwhosung/main on top of the upstream merge
Same fork policy: upstream structure wins, local-unique re-instated. Cargo.toml unions both measured dev-profile philosophies (codegen-units=1 + lto=off from samwhosung, debug=line-tables-only + split-debuginfo from the fork's disk measurements). glue_booth.rs takes samwhosung's typed GlueScene (token/of_race/from_model_path) and re-adds the fork's TurtleWoW races (Goblin=9, BloodElf=10) as variants; their glue fog stays on Human's row, exactly as the fork's scene_fog fallback did. ui script takes samwhosung's mouseover/hyperlink rework (world_mouseover, minimap_blip, hyperlink.rs) over the fork's inline hover_link/span_at/pointer path — the rework covers the same OnHyperlinkEnter/Leave behaviour. game_plugins.rs keeps the fork's re-measured ceilings (466 / 5,509); mail.rs keeps the explicit 13-tuple with a float daysLeft; MAP.md takes the superset. |
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26d714fd1d |
merge: absorb upstream/main into the Turtle fork
Fork policy (docs/METHOD.md): upstream structure wins; local-unique work re-applied on top. This commit is the upstream half of the reconciliation. Upstream is the same program at a rewritten history ( |
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7158c58575 |
Hidden frames defer their layout; GetWidth answers the set size (#973)
A hidden frame resolved and fired `OnSizeChanged` at once, a getter's resize fired at the drain, and `GetWidth`/`GetHeight` answered the rect over scale. In 1.12.1 hiding sets the deferral flag `0x2` (`0x76ad50`); while set, an invalidate marks the frame pending and passes it to its dependents without a resolve (`0x768178`). Show resolves it first (`0x76ae58`), a getter resolves a pending one and fires `OnSizeChanged` inside the read (`0x7a1980`, `0x76b580`), and an anchor read pulls it for good (`0x7a2fc0`). `GetWidth` answers the set size when non-zero, else the rect span, unscaled (`0x7a1e93`, `0x7a1ee6`). The deferral is modelled for frames and regions, getters fire inside the read, layout ids mint in handle order (deterministic), and the options window measures its scroll by its edges. Tests bite on the parent; the verifier is green; stock quads match. Fixes #948 Fixes #971 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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55729baff9 |
Message fades and scroll ranges run in the walk; OnUpdateModel gates (#913)
Hidden chat frames kept fading their lines, a scroll frame recomputed its range on every read and fired `OnScrollRangeChanged` on every `UpdateScrollChildRect`, hidden or not, and `OnUpdateModel` fired for panes with no size or off screen. In the reference, each of these runs in the frame's own update slot, only while shown: message frames trim and fade there; a scroll frame recomputes a range its writers marked, stores it and notifies only on a real move. The model paint fires only for a resolved rect whose screen-clamped viewport has size. Message frames and scroll frames are now walk kinds, the range is stored and marked, and the paint applies the rect and viewport gates. benilla's options scroll measures its body's own overhang. Tests pin the hidden fades, the stored range and its notify, and the paint gates. Fixes #182 Fixes #175 Fixes #892 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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f545081e9f |
MONKEY (planar water): planar replaces screen-space reflections - the Water Reflections option is gone
Owner: planar is cheap enough (~1 ms CPU, GPU about even) to replace SSR outright. High water always reflects with the planar mirror; the waterReflections cvar, its preset rows, the options row (EN/RU) and the debug knob are removed. The screen-space march stays only as the mirror's fallback for water at another height than the mirror plane; WOW_WATER_REFLECT=0 remains a dev A/B switch. |
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52bc8e2f94 | Merge branch 'gfx/1009-water' into gfx/1009-upstream | ||
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8279d3b92d |
MONKEY (planar water): SSR stretch fixed; planar water reflections (Water Reflections: Screen Space / Planar)
SSR: the march accepted rays up to 2 + 0.1*dist yd behind the scene depth and returned the bisected pixel unchecked, so rays passing BEHIND a thin dock deck converged on its front silhouette - a vertical smear. After bisection a hit may now sit at most 0.25 + 1.5%*dist + the last interval behind; deeper = passing behind an occluder, march on. Planar: liquid/mirror.rs (WaterMirrorPlugin) renders a half-res mirrored camera (oblique near plane at the water) before the world camera into binding 107; no water, no sun shadows, no post. The plane is voted by a 7x6 ray fan with hysteresis; water off that plane fades back to SSR. Cost ~+1 ms CPU, GPU about even (SSR march skipped) -> its own cvar waterReflections (0 Screen Space / 1 Planar, EN+RU option row), on for High/Ultra. The High preset (= registered defaults) now carries High water (waterQuality 2); Low and Medium keep Enhanced. Classic and Enhanced captures byte-identical. |
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ee6c76b988 |
Merge upstream main (samwhosung/benilla c2fc3cf3) into the graphics line
Conflicts: capture fixtures/scenarios (both sides appended: kept both), options_tests row counts (upstream 80->81 rows: ours 100->101 and 99->100), docs/MAP.md regenerated with scripts/genmap.sh. |
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c2fc3cf304 |
OnShow and OnHide fire children first, and after OnLoad, as in 1.12.1 (#842)
Show and hide propagated a whole subtree first, then fired from a snapshot, parent first: a parent's `OnShow` ran before its children's, and a child hidden by an earlier handler still got its `OnShow`. A frame visible at the end of its load got no `OnShow` at all. In 1.12.1 show `0x76ae10` and hide `0x76ad50` mark the frame, walk the live child list re-checking each child's gate, and fire the frame's own handler last (`0x76aef5`, `0x76adfd`). The post-load hook fires `OnShow` after `OnLoad` for a visible frame (`0x76a3b3`), from XML and `CreateFrame` alike. Now handlers run inside a live post-order walk, and the post-load `OnShow` fires. Tests cover the order, a sibling hidden mid-walk, and one or two `OnShow`s after a load; they fail without the fix. Four existing tests' expected orders flip to the reference's. Fixes #350 Fixes #59 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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198b6cd894 |
fix: overhead names carry the player's PvP title, as 1.12.1 does (#792)
- capture: a name-rank scenario shoots a ranked player's overhead name line - Overhead names carry the player's PvP title under UnitNamePlayerPVPTitle, as 1.12.1 does (#550) - review: bundle the rank-title inputs; doc the snapshot and rank-19 limits - nameplates: read rank strings per VM; test the composed name line - pvp: correct the rank-title docs; convert the credit team without a cast - Fix the titles row comment; name-rank reuses WOLF_POS, cites :900 - rank strings: the honor feed reads them off the VM; nameplates only reads the value Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Co-Authored-By: Sam <samuv.eth@gmail.com> |
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622e1c3e7a |
fix: overhead names carry the player's PvP title, as 1.12.1 does (#792)
- capture: a name-rank scenario shoots a ranked player's overhead name line - Overhead names carry the player's PvP title under UnitNamePlayerPVPTitle, as 1.12.1 does (#550) - review: bundle the rank-title inputs; doc the snapshot and rank-19 limits - nameplates: read rank strings per VM; test the composed name line - pvp: correct the rank-title docs; convert the credit team without a cast - Fix the titles row comment; name-rank reuses WOLF_POS, cites :900 - rank strings: the honor feed reads them off the VM; nameplates only reads the value Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Co-Authored-By: Sam <samuv.eth@gmail.com> |
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494d232c11 |
Merge upstream benilla main (b396bbf6) into everwood-graphics
105 upstream commits (v0.2.0 |
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0b71937624 |
Options: the era AddOns page, one checkbox per installed addon, then Load out of date AddOns
The era's tenth category was a button in the tree that went nowhere. It now opens onto the era's own per-addon enable list, rebuilt on show from the AddOn API: one checkbox per installed addon carrying its `GetAddOnInfo` enabled state, then the Load out of date AddOns row under it (`checkAddonVersion`, inverted, so checked means "0"). A toggle calls `EnableAddOn`/`DisableAddOn`, which the host persists to `AddOns.txt` at logout — the reference's own contract for this screen, where the change lands on the next world entry. `the_defaults_button_is_armed_by_rows_not_by_a_category` is the invariant that every category leads somewhere and that Defaults is live on every page with a CVar behind it, and AddOns is the second category to run its own page after Keybindings. It is exempted from the `OPTIONS_PAGE_ROWS` half for that reason, and from the Defaults half because an addon's enabled state is not a CVar: there is nothing there for Defaults to write back. |
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2ce6a3e881 |
feat: click to move walks to an out-of-reach target, then interacts (#752)
- Click to Move: with AutoInteract on, a right-click on an NPC, a body to loot or skin, or a GameObject out of reach walks there and runs the verb on arrival - Click to Move: the arrival scales by the mover's current speed, and a Use still out of range walks again - Click to Move: a Loot walk stops at the square root of the melee reach - Put the meeting-stone test's doc comment back on its test - A GameObject click out of range raises ERR_USE_TOO_FAR unless the walk starts - Wrap the finish's doc lines at the column limit Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Co-Authored-By: Sam <samuv.eth@gmail.com> |
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f573d1ad67 | TurtleWoW compat: restore OptionsFrameSliders, resolve races 9/10, append .blp to bare M2 textures, nil-safe wipe, explode + addon delimiters, CONTINENTS_LENGTH | ||
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34d35881c2 |
GFX: volumetric light (sun/moon shafts) and moonlight
Volumetric light: the shadow rig's directional light (sun by day, moon at night) is ray-marched through its cascades at half resolution (16 Medium / 32 High jittered samples from 0.35 yd, height-thinned air, HG g 0.6), then a depth-aware blur and upsample composite it over the fog pass. Density and colour follow the zone fog; no shafts in WMO interiors. The volumetric fog pass retires its own midpoint shafts while this is on. Cvars volumetricLight 0/1/2 and volumetricLightStrength, env WOW_VOLLIGHT; Graphics Preset Medium 1, High/Ultra 2. Moonlight: a cool, dim directional term from the visible moon added to the stock night on terrain, models, WMO exteriors and doodads, shadowed by the moon's map (shadow_hook::realtime_shadow_moonlit .z), ramping with the moon's elevation and handing back to the sun at dawn. MonkeyFrame grows one row (per-frame blob 8800 B). Cvar moonLight 0..2 (0 = the reference night). Advanced Graphics rows (EN + RU), capture scenarios vol-*, docs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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72647d4ab0 |
GFX: volumetric light (sun/moon shafts) and moonlight
Volumetric light: the shadow rig's directional light (sun by day, moon at night) is ray-marched through its cascades at half resolution (16 Medium / 32 High jittered samples from 0.35 yd, height-thinned air, HG g 0.6), then a depth-aware blur and upsample composite it over the fog pass. Density and colour follow the zone fog; no shafts in WMO interiors. The volumetric fog pass retires its own midpoint shafts while this is on. Cvars volumetricLight 0/1/2 and volumetricLightStrength, env WOW_VOLLIGHT; Graphics Preset Medium 1, High/Ultra 2. Moonlight: a cool, dim directional term from the visible moon added to the stock night on terrain, models, WMO exteriors and doodads, shadowed by the moon's map (shadow_hook::realtime_shadow_moonlit .z), ramping with the moon's elevation and handing back to the sun at dawn. MonkeyFrame grows one row (per-frame blob 8800 B). Cvar moonLight 0..2 (0 = the reference night). Advanced Graphics rows (EN + RU), capture scenarios vol-*, docs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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459e0e90c1 |
The stock video window's boxes are registered and ffx, ffxGlow, ffxDeath and gxMaximize work; benilla's options gain Spell Detail; load failures go to FrameXML.log (#585)
**#549: the stock video window's CVars.** Its check boxes, `ffx` and `gxRefresh` are registered at the reference's defaults. `pixelShaders` and `specular` ship as `overridden` "1" (`hwDetect`, `0x639a60`), and `gxFixLag` ships "1".
- `ffx`, `ffxGlow` and `ffxDeath` gate the full-screen effect passes every frame, as the reference's gate does (`0x6cd890`; `CFFXGlow` reads `ffxGlow` at `0x6cc5a8`, `CFFXDeath` reads `ffxDeath` at `0x6cdf10`).
- `gxMaximize` is latched. At the `RestartGx` commit it makes a windowed client borderless over the monitor, as the reference's window rebuild does (`0x58cf10`).
- The rest are registered with no effect, and each row says why: `useWeatherShaders` (snow's fallback leg is a separate CPU draw), `lod`, `M2UseShaders`, `M2UsePixelShaders`, `movieSubtitle`, `gxTripleBuffer`, `gxCursor`, `gxRefresh`, `DesktopGamma`.
- `cvars.rs` is split into the runtime and the table.
**#329: Spell Detail.** benilla's options window gains 1.12's Spell Detail Level slider on the Graphics page, over `spellEffectLevel` on the stock 0-2 grid.
**#583: `FrameXML.log`.** Load failures now go to `benilla-config/Logs/FrameXML.log`, as the reference's go to `Logs\FrameXML.log`, and no longer to chat.
- The log uses the reference's lines ("Couldn't open", "Error loading", "Couldn't parse XML in") and its banners.
- A UI load that reports something rewrites the file, and a runtime `LoadAddOn` appends to it (`0x490187`, `0x46aac0`).
Verified:
- New tests for each switch, the maximize latch, every box's stored value with no unknown-CVar warning, the Spell Detail row and the log file's rewrite and append, each failing on main.
- A region dump of the options window shows the new row, and the rows below it moved 35 px, and nothing else.
- `scripts/gates.sh` and `scripts/smoke.sh` are green.
- A live run unticked Full Screen Glow in the stock window, which turned the glow pass off and saved `ffxGlow = "0"`, and a missing addon file produced its four log lines.
Built on macOS; no platform seam touched.
Fixes #549
Fixes #329
Fixes #583
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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0a1f69466c |
The nameplate verbs write two runtime bits, cleared at world entry, and the setting lives in FrameXML's saved variables, not two CVars (#571)
The nameplate verbs now answer as the reference's (`0x489450`-`0x489480`): they flip bits `0x1` (enemy) and `0x8` (friend) of runtime state, write no CVar, and world entry clears both (`0x401639` → `0x6033c0`, after `VARIABLES_LOADED`). The setting persists only through FrameXML's `NAMEPLATES_ON`/`FRIENDNAMEPLATES_ON`, as on 1.12.1. - The `nameplateShowEnemies`/`nameplateShowFriends` CVar rows and the host's plate push are gone. A player's saved plate setting in `config.toml` moves once into the saved variables at the first world entry. - benilla's layer keeps what players see today. Its `UpdateNameplates` fix drops the stock show-then-hide (`UIOptionsFrame.lua:775-776`), and it registers `FRIENDNAMEPLATES_ON` for saving, which the stock file never does (`:180-183`). So plates turned on come back after login. - With the layer off, benilla behaves as 1.12.1: friendly plates are off after entry. - The V keys flip the verb and the saved global together. V and Shift-V keep their recorded deviation; #570 tracks moving the binding table onto the stock `Bindings.xml`. Verified: - New tests for the verbs, the entry clear, the stock-only and layered persistence across entry and reload, the V keys and the one-time migration, each failing with its change undone. - `scripts/gates.sh` and `scripts/smoke.sh` are green. - A live run with `WOW_GM=off` turned both kinds on, relogged and read both back, from the file too. Built on macOS; no platform seam touched. Fixes #552 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> |
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05e204de10 |
benilla's layer speaks the 1.12 API alone: handlers take this and no arguments, GetBinding answers the 1.12 list, the Key Bindings page captures through its window, /errors chains the error handler, and the host hooks leave the VM (#569)
benilla's layer now uses only the 1.12 API and the 1.12 Lua forms, and the host hooks it used are gone from the VM. - **The VM calls handlers as 1.12.1 does.** A handler body is compiled as the chunk itself, so `self` in it is an ordinary global (`0x704c70`). A handler is called with no arguments (`0x705199`). The loader reads no `function=` attribute. - **`GetBinding`/`GetNumBindings` answer the 1.12 list** (`0x4b7f60`): `HEADER_*` section rows, plus every key bound to a command, with no category column. The stock `KeyBindingFrame` now shows its section headers and both key columns. - **The Key Bindings page captures keys through its own window**, as `Blizzard_BindingUI` does: the frame's `OnKeyDown` for keys, clicks for mouse buttons, and the wheel. It takes the `Benilla` prefix, so loading the stock binding addon no longer breaks it. The UI pointer feed now hands frames mouse buttons 4 and 5. - **`/errors` keeps its log by chaining the Lua error handler**, and the stock ScriptErrors dialog is unchanged. Load failures that never raise now print one chat line each at world entry. - **Slash commands:** `/reload` and `/errors` are `SlashCmdList` rows in the layer. `/convertraid` is gone; 1.12.1 has no such command. The dev commands are host rows in dev builds only, so a player build answers them with the unknown-command line once. - **Naming:** every global the layer defines is `Benilla`-prefixed. `BenillaBindCapture`, `KeyBindings_OnHostKey`, the three script-error globals and `SubmitChatInput` are removed. Verified: - New tests for each rule and each removed surface; 16 mutations each fail a test. - Region dumps of the Options window (general page, Key Bindings, armed) are identical before and after. - `scripts/gates.sh` and `scripts/smoke.sh` are green. - A live run bound a key, a Shift chord and the middle button through the page, and opened `/errors`. Built on macOS; no platform seam touched. Fixes #539 Fixes #544 Fixes #407 Part of #171 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> |
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6e869eea4e |
The core loads the stock GameMenuFrame.xml, and the layer reshapes it in place into benilla's menu, keeping every stock rung in the chain anchored TOP (#564)
The core now loads the stock `GameMenuFrame.xml` at its `FrameXML.toc` row, right after `UIPanelTemplates.xml`, and benilla's ESC menu look moves into the layer as `GameMenuAdapters.xml`, which reshapes the stock frame in place: a later file cannot take an occupied frame name (`0x701bd0`). - Every stock rung stays in the chain with its name and a `TOP` anchor. The three the menu does not show are hidden and laid over the rung above, since a zero height leaves a rung's bottom edge unresolved (`combineEdge 0x767440`). So an addon that inserts under Interface Options and re-anchors Key Bindings (ShaguTweaks), or under Macros and re-anchors Logout (MCP, MoveAnything), lays out as on 1.12.1, with no error. - The era rungs keep their look and behaviour: Options opens benilla's window; the `BenillaOptionsFrame`-aware wrappers of `ToggleGameMenu`, `IsOptionFrameOpen` and `UpdateMicroButtons` move into the layer; the non-stock names take the `Benilla` prefix. The core toc now names no file of ours. - With the layer off (`WOW_STOCK_UI=1`), the menu is the stock menu and every rung opens its stock window. Verified: a region dump of the open menu on main and here differs only in our own frames' names, their insertion order within one level (the rects do not overlap) and sub-1e-4 px float noise; new tests for ShaguTweaks' insert, MCP from the corpus, a pfUI-style skin and the stock-only menu, each failing on main; `scripts/gates.sh` and `scripts/smoke.sh` green; a live run opened the menu, opened Options and returned to the game, and MoveAnything's own insert landed under Macros with Logout below it. Built on macOS; no platform seam touched. Fixes #553 Fixes #540 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> |
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89ad90a710 |
Merge upstream/main (samwhosung/benilla b17be271) into the graphics programme
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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853c09f44d |
Merge upstream/main (samwhosung/benilla b17be271) into the graphics programme
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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3e59cc126c |
MONKEY (fix-wind): visible foliage wind + Foliage Wind Strength slider
The owner's "wind does not work" was the motion being too small to see (WXL's 0.06 yd grass tips on a 6 s wave, 0.1 yd tree crowns). Retuned at the 9 yd/s base speed: - grass: tips about +-0.2-0.3 yd, 2.5 s main wave (182 cycles/wrap), 1.1 s cross flutter (410); 55 yd gust bands roll downwind (68), swelling the sway to 1.2x and lulling it to 0.55x; a bent tip dips (no stretched blades). Parting around units unchanged. - trees/bushes: 4 s crown sway (114), 5.5 s side wave (82), 0.8 s leaf flutter (569); crown weight grows with height (0.43x at 1.5 yd, 1x at 6 yd, 1.3x cap), so canopies sway about +-0.3 yd while bushes nod and bases stay planted. - new cvar foliageWindStrength 0.25..3 (default 1, not on the preset ladder): Advanced Graphics slider under Foliage Wind (EN+RU label/tooltip), greyed while Foliage Wind is Off; carried in sway_strength, so the parting ignores it; a storm adds up to +60 % sway. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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0299979121 |
MONKEY (fix-wind): visible foliage wind + Foliage Wind Strength slider
The owner's "wind does not work" was the motion being too small to see (WXL's 0.06 yd grass tips on a 6 s wave, 0.1 yd tree crowns). Retuned at the 9 yd/s base speed: - grass: tips about +-0.2-0.3 yd, 2.5 s main wave (182 cycles/wrap), 1.1 s cross flutter (410); 55 yd gust bands roll downwind (68), swelling the sway to 1.2x and lulling it to 0.55x; a bent tip dips (no stretched blades). Parting around units unchanged. - trees/bushes: 4 s crown sway (114), 5.5 s side wave (82), 0.8 s leaf flutter (569); crown weight grows with height (0.43x at 1.5 yd, 1x at 6 yd, 1.3x cap), so canopies sway about +-0.3 yd while bushes nod and bases stay planted. - new cvar foliageWindStrength 0.25..3 (default 1, not on the preset ladder): Advanced Graphics slider under Foliage Wind (EN+RU label/tooltip), greyed while Foliage Wind is Off; carried in sway_strength, so the parting ignores it; a storm adds up to +60 % sway. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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de0fa568d7 |
A stale useUiScale comment, and a usage line for doc-links.py (#376)
Two small fixes. - `OptionsFrame.xml`: the comment on the missing Use UI Scale checkbox said benilla has no `useUiScale`. It is registered at "0" and never read, which is why the UI scale always applies. - `scripts/doc-links.py`: `--help` and `-h` print the usage in the module doc instead of running the full `cargo doc` pass. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> |
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bbdc23b8fc |
A stale useUiScale comment, and a usage line for doc-links.py (#376)
Two small fixes. - `OptionsFrame.xml`: the comment on the missing Use UI Scale checkbox said benilla has no `useUiScale`. It is registered at "0" and never read, which is why the UI scale always applies. - `scripts/doc-links.py`: `--help` and `-h` print the usage in the module doc instead of running the full `cargo doc` pass. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> |
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6bf7c409a2 |
MONKEY (integration): merge graphics-programme-presets
Graphics Preset ladder + Render Distance (farclip ceiling 1497). Conflict in options_tests: the Advanced page now has 33 rows (preset + render distance lead, then the 31 programme rows). The three round-3 rows join the ladder: ambientOcclusion 0/0/1/2/2, zoneSkyboxes 0/0/1/1/1, lampFog 0/0/1/2/2 (Classic/Low/Medium/High/Ultra); the preset tooltip names them (EN+RU). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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66a6de2264 |
MONKEY (integration): merge graphics-programme-presets
Graphics Preset ladder + Render Distance (farclip ceiling 1497). Conflict in options_tests: the Advanced page now has 33 rows (preset + render distance lead, then the 31 programme rows). The three round-3 rows join the ladder: ambientOcclusion 0/0/1/2/2, zoneSkyboxes 0/0/1/1/1, lampFog 0/0/1/2/2 (Classic/Low/Medium/High/Ultra); the preset tooltip names them (EN+RU). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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810cc56df6 |
MONKEY (integration): RU torch-terrain tooltip newline; RenderSubmesh.stage1 in the billboard-card test
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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bfae617c14 |
MONKEY (integration): RU torch-terrain tooltip newline; RenderSubmesh.stage1 in the billboard-card test
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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552a0b61c6 |
MONKEY (integration): fix the programme's test failures (warm names, shader embed, dev door, CRLF/path-separator test bugs, float compare, tooltip newlines) and declare the missing system orders
- ssao.wgsl registered in shaders::plugin and loaded by its embedded path - wind/wetness/fog-model MonkeyFrame writers ordered; viewer publish before its readers; sky clock + sky tier before LightingConsumeSet; zone skybox chain joins the consume set; grass benders read GlobalTransform - ambiguity ceiling re-measured with the reason (MatAnimTable allocator + exclusive-system pairs) - verb_event_gate: Windows separators; AddSkillUp/RemoveSkillUp GAP rows - ui_session portrait test: CRLF checkout - spell envelope fuse assertion: f32 tolerance - daylightWindowSplit tooltip: escaped \n (raw line breaks broke the Lua chunk) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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f76b0de836 |
MONKEY (integration): fix the programme's test failures (warm names, shader embed, dev door, CRLF/path-separator test bugs, float compare, tooltip newlines) and declare the missing system orders
- ssao.wgsl registered in shaders::plugin and loaded by its embedded path - wind/wetness/fog-model MonkeyFrame writers ordered; viewer publish before its readers; sky clock + sky tier before LightingConsumeSet; zone skybox chain joins the consume set; grass benders read GlobalTransform - ambiguity ceiling re-measured with the reason (MatAnimTable allocator + exclusive-system pairs) - verb_event_gate: Windows separators; AddSkillUp/RemoveSkillUp GAP rows - ui_session portrait test: CRLF checkout - spell envelope fuse assertion: f32 tolerance - daylightWindowSplit tooltip: escaped \n (raw line breaks broke the Lua chunk) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c7f91ef62c |
MONKEY (presets): Graphics Preset ladder and Render Distance row
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 |