Commit Graph
11 Commits
Author SHA1 Message Date
gromandClaude Opus 5 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` (706cd71). The two trees have genuinely diverged — each has files the
other does not — so this is a fork point, not a catch-up.

Today's work, which is the reason a baseline exists at all:

- Booth previews no longer cast world shadows (`NO_BOOTH_SHADOW`). Portrait
  characters were entering the sun's shadow cascades, so every skinned-rig
  shadow specialization compiled live mid-frame; the hitch detector logged
  "main thread blocked 1316 ms" beside a `compiled LIVE` warning. This was
  the Fashion/Tmog stutter.
- Per-pane dress-up: each `DressUpModel` pane assembles and stages its own
  tried-on look instead of every pane mirroring the live player.
- Item template cache is append-only JSONL written on the IO pool, replacing
  an 11.6 MB whole-map JSON rewrite on the main thread every 10 s.
- `WOW_SYSTEM_TIMING` rebuilt per-thread: it took 2 mutexes per system enter
  and 4 per exit, costing 15 ms a frame (590 fps -> 60) and corrupting the
  measurements it was taken to produce.
- The visibility-churn sweep moved to its own `WOW_FLASH_CHURN` switch, so a
  frame-cost reading no longer pays 2.7 ms a frame for it.

Local state (`benilla-config/`, `logs/`, `target/`) is excluded by the
existing .gitignore; the account credential it holds is not in this commit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
2026-10-15 15:01:14 -06:00
Can H. Tartanoglu eecbf04d6e Normalize existing sources and documentation with treefmt
Apply the formatter baseline needed by the generated CI gate.

Verified the full treefmt check with vendored sources and generated MAP.md excluded. Parsed formatted Cargo manifests and compared their values with HEAD; all are identical.
2026-10-05 00:31:21 +02:00
chairmanpow ca662f816f world: WOW_SYSTEM_TIMING times systems via bevy's trace spans, once a second 2026-10-04 15:59:42 +01:00
SamandClaude Opus 5.5 56ff90f0dd the crate descriptions drop their record numbers
The generated map shows each description, so the numbers pointed every
reader at records that are not in this repo. Only `description` changes;
every other key parses identical.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-23 19:24:59 +07:00
SamandClaude Opus 5.5 b3e3adca69 comments: the manifests say why a dependency or a profile setting is there
One line per dependency where the reason is not obvious, measurements
kept as the number and the unit. Parsed with tomllib before and after,
every manifest is identical.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-23 19:23:36 +07:00
SamandClaude Opus 5.5 0963bbd8f2 the spell owns its state, and a malformed file is refused, not a crash
- the spell owns its lifecycle state: the in-flight cast, the local cancel, the cooldowns and the spell-modifier tables live in one module (2328)
- a malformed MPQ, DBC, M2 or WDT file is refused instead of crashing the client, nine read sites bounded
- a test that needs the install or the addon corpus fails instead of skipping when the data is there; the Bagnon render suite runs again (2329)
- the dev crash injector is armed on every platform, and no instrument writes a path relative to the working directory

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-23 12:08:33 +07:00
SamandClaude Fable 5.1 00150c55b5 a crash leaves a report, and the wire's counts are capped
- a panic writes benilla-config/Diagnostics/crash-<time>.txt with the build id, the location, a backtrace and the last 200 log lines, and names the file as its last line, so a bug report can attach it (2266)
- every wire-count allocation hint is capped and the compressed update object reads through the cursor, so a malformed packet can no longer ask for gigabytes (2266)
- the 23 in-world run conditions are one set, the 45 probe variables one registry, the install-gated tests say when they skip, and every gate is timed (2266)
- one workspace-level lint allowance replaces 413 per-site attributes, and the decision corpus gets a lint in the gate (2266)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-17 16:38:59 +07:00
SamandClaude Fable 5 dddf16e963 the auction house opens, the Honor tab lands, and a day of fixes
- the auction house end to end: right-clicking an auctioneer opens Browse/Bids/Auctions on the server's reply — search, the category tree from your own DBCs, the reference's 50-a-page pager, multi-key sorting (directions corrected at the bytes), bid/buyout, the sell slot with deposit and duration, cancel with its fee popup; prices sit on the reference's own money-frame kit in lined-up columns, the twenty auction messages split refusals-red / outcomes-to-chat, and a won or sold auction reads as a proper mail receipt — the window's Lua re-worded in our own terms after the overlap ratchet caught the first cut leaning on the reference's text
- the PvP honor system whole: the Honor tab and the inspect page over a real wire model, with current rank and highest-ever rank correctly two different fields
- a day of reported fixes: WASD survives a /logout re-entry, addon settings save on a window close and Cmd+Q (exactly once — a mac close could fire the tail twice), clams open again, random-enchant items name themselves on every surface, the loot window's rows hold their seats with legible counts, idle players stop sinking through building floors, the shooter re-pulls between Auto Shots, portraits loosen ~19% to the client's own aspect-1.0 matrix, and big creatures thump the camera off the CameraShakes table
- character select clicks like 1.12 — captions whiten on hover, buttons fire on release, Humans face straight ahead off the stage bone's real yaw, the facing is per-character, and hunter/warlock pets stand beside you at their family-ramp size with their own emitters (the imp's flames), the Voidwalker's sequence-hidden shackles culled
- the smaller player-facing set: nameplate on/off rows in Options with the CanAttack category gate (emissaries stop plating), the bonus bar slides up with igBonusBarOpen, the camera's framing height glides on a shapeshift, the open letter evicts the centre seat, the far-band fog hull stops printing a pale horizon stripe at low view distance, the guide arrow is gold with per-source rim art, error text fades through its shadow too, and /convertraid converts the party
- README: the auction house and PvP honor move out of "not built yet"

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-22 19:04:27 +07:00
SamandClaude Fable 5 e62624b11a the client boots with no install, and the idle egui lane goes quiet
- with no WoW install the client boots to the login screen instead of panicking on frame one: three world systems demanded install-gated resources their own startup never inserts
- `WOW_DATA=` — set and empty — means there is no install, in any build; the cursor says "no client data" once instead of thirty-one times
- the per-frame `bevy_egui pass output has not been prepared` ERROR is gone: a gated context runs an empty pass itself, so the idle lane keeps its savings and the log stays silent
- ECS diagnostics name their system in a dev build — no more `<Enable the debug feature to see the name>` in a panic

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 19:06:09 +07:00
SamandClaude Fable 5 bfb3e3addc the player build: one binary that carries its content
- a player build ships beside the dev one — dev chords and probe surfaces go dark, and a gate enforces what a player can still reach, by medium not by module
- the binary carries its own shaders and its shipped UI, finds the WoW folder by itself, and keeps its local state in one benilla-config folder
- the glue screens get a capture shutter, and the engine stops depending on the protocol crate

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 18:18:02 +07:00
SamandClaude Fable 5 bdef9cd790 benilla-world: the engine becomes its own crate
- the world engine splits from the game into a benilla-world crate — 112 files, and the wall is ratcheted to zero names of the game inside the engine
- the engine's public doorway is counted and gated at 32 items, and the render materials, shaders and asset cache move down to benilla-assets
- the game's files leave the engine's asset root — game:// is its own space — and a spike binary boots the engine with no game attached
- weather rides along: snowfall emission is denominated in the reference's frame cap, and a long teleport retires the stranded precipitation field instead of leaving it behind

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 18:13:44 +07:00