Commit Graph
1579 Commits
Author SHA1 Message Date
Sam SungandClaude Opus 5.5 829194ac1a SendChatMessage sends nothing for an empty line unless its type is AFK or DND, checked after the chat type as 1.12.1 does (#499) (#505)
`SendChatMessage` with an empty line now sends nothing unless the type is AFK or DND, as in 1.12.1, where `0x49f28d`-`0x49f2a1` end the call on an empty first byte for every other type, after the chat-type check (`0x49f276`, "Unknown chat type" at `0x49f285`) and before the language, the target checks, the AFK clear and the tutorial acknowledge. Before, an empty line went out as an empty packet, and an empty SAY cleared a standing AFK.

Fixes #499

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 15:09:27 +07:00
Sam SungandClaude Opus 5.5 6633a11d60 A dev build of a crate on top of benilla finds its install, benilla-config/ and .probe-identity in its own folder, which its build stamp hands in, not in cargo's checkout of benilla (#504)
A dev build finds its project folder, where its `WoW` link, `benilla-config/` and `.probe-identity` live, from its launcher, not from a benilla crate's own `CARGO_MANIFEST_DIR`. For a crate built on top of benilla, where benilla is a git dependency, that manifest dir is cargo's checkout of benilla.

- `benilla_buildstamp::emit()` stamps `BENILLA_PROJECT_DIR`, the launcher's workspace root (the nearest folder up holding `Cargo.lock`), only when the launcher's `dev` feature is on. A player build stamps it empty and carries no source path. The shims pass it in as `BuildId::project_dir`.
- `benilla_formats::project_folder` is the one home for the folder. Each entry point records the stamped folder once, before anything resolves from it. The install's dev rung, the state folder (which keeps its step from a linked worktree to the primary checkout) and the probe identity all read it. With nothing recorded (a test, an example, a tool) it is benilla's checkout, as before, and in a player build it is `None`.
- Live `assets/ui` and the addon corpus stay on benilla's own source.
- The example launcher's header now says a dev build of a crate on top keeps these in its own folder.
- The comment above the stamp's resource names the build banner, the stamp's reader beside the panel footer.

Fixes #494
Fixes #493

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 14:55:24 +07:00
Sam SungandClaude Opus 5.5 1a37909c9c The mouseover unit carries the hovered guid, so UnitIsUnit("mouseover", "target") answers 1 over the target: unit snapshots take their guid (#502)
Hovering a unit now makes `UnitIsUnit("mouseover", "target")` (or any other token naming the same unit) answer 1, as in 1.12.1, where `UnitIsUnit` (`0x516070`) resolves both tokens through `0x515970` and compares their guids, and `mouseover` reads the hovered unit's guid (`0xb4e2c8`/`0xb4e2cc`, written by `0x492890`). The `mouseover` unit state was pushed with guid 0, so every such comparison answered nil.

`ui_unit::snapshot` now takes the unit's guid and sets it, so every unit state built from a snapshot carries it; the callers that set it by hand afterwards no longer do.

Fixes #496

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 14:04:09 +07:00
Sam SungandClaude Opus 5.5 bacbb791db The player's Attack runs the attack validator's target pick: a friend selected retargets the nearest enemy in call order, a corpse or a fruitless scan says "You cannot attack that target.", nothing selected and no enemy says "There is nothing to attack." (#249) (#501)
The player's Attack (the Attack Target key, `AttackTarget()` and the Attack action button) now picks its target as 1.12.1's validator `0x612df0` does, where before it swung at whatever was selected, a friendly unit or a corpse included.

- With nothing selected, or a unit the player is friendly toward (reaction ≥ 4, `0x6130a3`), it runs the Tab cycler for the nearest enemy (`0x6130b5` → `0x493f60`), which commits the new selection at once, so `AttackTarget()` then `/cast` in one script casts at the new target.
- It then reads the selection again (`0x6130c1`): none raises "There is nothing to attack." (`0x6130d9`); a unit neither alive nor feigning, or one `CanAttack` (`0x606980`) rejects, raises "You cannot attack that target." (`0x613171`). A friendly unit with no enemy near stays selected and meets that second gate.
- The swing toggle runs only once a target is accepted (`0x6131a0`), so Attack at a corpse mid-swing gives the error and keeps the swing.
- The pet's attack order shares the same pick. vmangos stops a swing at a friendly or dead target server-side (`CombatHandler.cpp:46-59`), which the client no longer sends.

Fixes #249

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 13:32:22 +07:00
Sam SungandClaude Opus 5.5 c6767d6a79 SendChatMessage resolves its language name against Languages.dbc, raising "Unknown language" on a miss, and the chat send carries that id, so a racial language picked in the chat menu is spoken (#164) (#498)
`SendChatMessage`'s language argument is spoken, as in 1.12.1: a racial language picked from the chat menu (`ChatFrame.lua:2404`, passed on by `ChatEdit_SendText` at `:1950-1954`) or named by an addon goes out in `CMSG_MESSAGECHAT`, where before every line went in the faction tongue.

- `0x49f1e0` starts from the speaker's default language (`0x5ec890`); when argument 3 passes `lua_isstring` (a string or a number) it is matched by name against every `Languages.dbc` row, case-insensitively (`0x49f8a0`, `SStrCmpI`), and a miss raises "Unknown language" (`0x49f2e1`). nil, an absent argument, a table or a boolean keep the default. A language the character has not learned is sent and left to the server, which drops it (vmangos `ChatHandler.cpp:175`).
- The packet builder writes the type, the language and a target for a whisper or a channel only, then the text (`0x49f6c3`-`0x49f72a`); fourteen per-type writers become one, with byte-exact goldens.
- Each new UI state is seeded with the language table.

Checked live against the local vmangos: a say, a yell, a whisper to self and a GM command round-trip through the new builder; a channel line reaches the server's channel lookup; an unknown language raises in Lua.

Fixes #164

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 13:09:44 +07:00
Sam SungandClaude Opus 5.5 65a5e44d48 Unit aura bindings resolve their token as 1.12.1 does, so mouseover, party1target and any casing read the unit they name (#497)
`UnitBuff`, `UnitDebuff`, `UnitAura`, `CancelUnitBuff` and the tooltip's `SetUnitBuff`/`SetUnitDebuff` now resolve their unit token as 1.12.1's `0x515970` does before reading any aura, so `mouseover`, `party1target`, `raid3target`, `pettarget`, `targettargettarget` and any casing (`"PLAYER"`) answer for the unit they name, where before they answered nil.

- The resolver matches the nine base names as prefixes in the reference's order, folding ASCII case (`SStrCmpI 0x64a4c0`), with `npc` whole; the number after `party`/`raid` wraps at 32 bits and counts from 1; `mouseover` counts only while the unit is loaded (`0x515bd2`); each `target` suffix hops to that unit's `UNIT_FIELD_TARGET` (`0x5159d3`-`0x515a2c`); a name none of the nine match raises `Unknown unit name: %s` (`0x515c14`), before any index check, as `UnitBuff` calls it at `0x519542`.
- The VM holds one aura list per guid, plus the player's own in cache order (`0xbc6040`); any token naming the player reads that list, so its order and durations are unchanged.
- The feed builds lists only for guids some token can name, through the existing per-guid cache. `UNIT_AURA` fires for the same tokens as before.

Fixes #488

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 12:46:33 +07:00
Sam SungandClaude Opus 5.5 8d31e9e91e A crate on top of benilla adds its own Bevy plugins through benilla_app::run_with, and a client started through it reads extended in its build line (#495)
A crate built on top of benilla now adds its own Bevy plugins through `benilla_app::run_with(build, extend)`: `extend` gets the client fully built, after the game plugins, the asset loaders and the `ExtractSchedule` executor flip, and before the probe fleet, which sees what it adds. `run` is `run_with` with nothing added, so the stock client is unchanged.

- A client started through `run_with` carries `extended` in its build id (`BuildId::summary`), so the startup banner, the crash report and the debug panel's footer all say so, and a report from an extended client reads apart from stock. The entry point sets the flag; a launcher leaves it to `..Default::default()`.
- `crates/benilla-app/examples/extended_launcher.rs` is a launcher with a plugin of its own, compiled by the gates. Its header is the shape a crate of its own copies: the manifest (benilla-app without default features and `dev` forwarded, the workspace's bevy, and the root's `[patch]` and `[profile.dev]`, which cargo reads from the root manifest only), the build script's stamp, and a `Cargo.lock` started from benilla's.
- `tests/launcher_shape.rs` holds that documented manifest to the root `Cargo.toml` and the `benilla` launcher's, so a patch or profile added later cannot leave the documented shape building a client that is not benilla's.
- `docs/CONTRIBUTING.md`: a feature 1.12.1 does not have lives in its own crate on top of benilla, started through `run_with`.

Fixes #483

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 12:05:27 +07:00
Sam SungandClaude Opus 5.5 476da9b2f0 GetAuctionItemInfo names the bidder on the player's own owner-list auctions, nil until the name lands, and 1 or nil on every other row (#259) (#492)
The auction house's Auctions tab now names the high bidder on each of your auctions, and shows "No Bids" only for an auction with none, as in 1.12.1; before, every auction read "No Bids".

`GetAuctionItemInfo`'s eleventh value follows `0x4cee40`: on the owner list, for a row the player owns (`0x4cf12a`-`0x4cf142`), it is the bidder's name from the name cache (`0x4cf144`-`0x4cf174`), nil with no bid (`0x4cf150`) or while the name has not arrived; on every other row it is 1 when the player holds the bid, else nil (`0x4cf17b`-`0x4cf1a0`). A bidder name that arrives later refreshes the list with `AUCTION_OWNED_LIST_UPDATE`, the event the reference's callback `0x4cf2b0` fires. vmangos sends the bidder guid with each row (`AuctionHouseMgr.cpp:840`).

Fixes #259

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 11:40:53 +07:00
Sam SungandClaude Opus 5.5 a6cbb932fa Guid-tail channel notices are delivered through the channel stamp, so a member's join or leave, a kick, a ban and an owner or moderation change print numbered in the stock chat frame (#491)
A channel notice about another player (a member joining or leaving, a kick, a ban or unban, an owner, password, announcement or moderation change) now prints in the chat window with its channel number, as in 1.12.1, where before it never printed.

The reference hands the chat composer `0x49a870` the notice's channel name for every notice, directly when the names are cached (`0x49c59f`-`0x49c5b0`), else from the queued line (`0x49c567`-`0x49c580`, node `+0x2c`) in the name-query callback (`0x49cfb4`-`0x49cfc1`); the composer numbers it against the joined channels (`0x49aa1e`-`0x49aa48`) and fills arg7-arg9 (`0x49b10c`-`0x49b12a`). These notices were held for their names and then routed unstamped, so the stock filter (`ChatFrame.lua:1373-1392`) found no channel and dropped them; they now go through the same stamp as the other two paths, when the line is delivered. vmangos sends them for every custom channel (`Channel.cpp:126-130`, `:179-184`, `:249-257`, `:769-773` and others).

Fixes #275

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 10:49:04 +07:00
Sam SungandClaude Opus 5.5 36b359f007 Logout and the AddOns screen's Okay write only a changed character's own enable rows, so a character with no row keeps following the realm's others (#418) (#490)
A character's AddOns file now holds only the rows the character chose, as in 1.12.1, so a character that never chose an addon keeps following what the realm's other characters agree on (`0x51e470`) instead of freezing its inherited values at the first logout.

- Each character has an enable hash and a dirty flag: the loader `0x51ebe0` fills the hash from the file, clean; the setter `0x51ea20` inserts on a miss and dirties the hash only on a change (`0x51ebab`-`0x51ebbc`); the writer `0x51ef20` writes a dirty character's hash, a line per entry, and nothing else (`0x51ef59`).
- Logout and exit (`0x490c88`) and the character-select AddOns screen's Okay (`SaveAddOns` `0x46d990`) both write through it, so a session that toggles nothing writes nothing, and no `Blizzard_*` rows appear.
- `ResetDisabledAddOns` restores the hash as loaded, clean (`0x48e830`).
- On the AddOns screen a character with no row now follows another character's toggle at once, as `AddonList_Update` re-reads each column after every `EnableAddOn`.

Fixes #418

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 10:11:40 +07:00
Sam SungandClaude Opus 5.5 78862ff291 UnitBuff and UnitDebuff answer for raid1-40 and raidpet1-40, each unit's list built once and shared by every token naming it (#489)
`UnitBuff` and `UnitDebuff` now answer for `raid1`-`raid40` and `raidpet1`-`raidpet40`, so the raid pullouts draw each member's and each pet's buffs or debuffs (`Blizzard_RaidUI.lua:451`, `:477`), and `UNIT_AURA` fires for every group token naming a unit whose list changed (`0x515e50`).

- As for the party tokens, a unit with a live object reads its own aura slots through `UnitBuff`'s unit gate; one with none reads its roster record's aura block (`0x519735`, `0x519b25`: the member record, else the pet record), with a stack count of 1 and no gate.
- `raidN` names the rows `GetRaidRosterInfo` does; `raidpetN` is the member's `CHARM`, else `SUMMON`, while it is held, else the record's pet guid with no online test (`0x491960`, `0x4919ae`).
- One feed serves all 88 group tokens: each unit's list is built once per frame and shared by every token naming it, rebuilt only when its inputs move, and pushed to the VM only when it changed. In a 40-man raid with 16 auras on each member this costs 87 µs a frame, where rebuilding every token every frame cost 414.

Fixes #471

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 09:39:51 +07:00
Sam SungandClaude Opus 5.5 06bc451bac The 48 movement, camera and targeting functions Bindings.xml calls are Lua globals on their keys' paths: Start/Stop hold the key's command inside a binding body, targeting and AttackTarget go through the call queue (#485)
The 48 functions the stock `Bindings.xml` bodies call are now Lua globals, registered from the reference's three tables (`0x8500b8`, `0x84f7a0`, `0x83de68`), so an addon, an addon's `Bindings.xml` body or a `/script` line that calls `TargetNearestEnemy`, `TargetLastTarget`, `AttackTarget` or the rest no longer raises. Each runs the code its native binding runs.

- **Targeting** goes through the ordered script-call queue, so `/script TargetNearestEnemy()` then `/cast` casts at the unit the cycle picked. `TargetNearestEnemy`, `TargetNearestFriend`, `TargetNearestPartyMember` and `TargetNearestRaidMember` share the Tab cycler (`0x493f60`, modes 1-4; party and raid modes are new: `0x493eed`, `0x493f15`), reading the reverse flag as `0x6f1c10` does. `TargetLastTarget` (`0x489b00`) swaps to the last-target pair `SetSelection` stamps, and deselects when it is empty. `AttackTarget` (`0x489b50`) shares the ATTACKTARGET key's body.
- **Movement:** 23 of the 26 movement-table functions open with the gate `0x494a50`, which lets a call through only while a binding runs; here that is a binding body running, stock or an addon's. Inside one, `MoveForwardStart`/`Stop` and the rest set and clear the same held state the key does (`0x515090`); a Start with no Stop keeps moving, and the window deactivate (`0x514490`) and the loading cover (`0x5144c0`) clear it. `Jump`, `ToggleRun`, `ToggleAutoRun`, `SitOrStand` (`0x48b920`) and `ToggleSheath` (`0x48a070`) fire their key's command. `IsMouselooking` (`0x514270`) answers 1 or nil.
- **Camera:** `CameraZoomIn`/`Out([yards])` (`0x50b400`, `0x50b450`) take a number or numeric string, 1.0 when absent, into the wheel's zoom.
- Not built, so they answer and do nothing: the pitch pair, `TurnOrAction*`, `CameraOrSelectOrMove*`, `MouselookStart`/`Stop`, the `MoveView*` pairs and `ToggleMouseMove`; each is named with its address where it is registered.

Fixes #334

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 09:09:45 +07:00
Sam SungandClaude Opus 5.5 208ab10cc3 EnableAllAddOns and DisableAllAddOns switch the Lua index array only, so a disable-all leaves the server-hidden Blizzard_* addons loadable (#480)
`EnableAllAddOns` and `DisableAllAddOns` now switch only the addons in the Lua index array, as 1.12.1's `0x48e720` and `0x48e7f0` do: bound `0x51def0`, each name from `0x51df00`, into the enable setter `0x51ea20`. That array leaves out the records `SMSG_ADDON_INFO` hid (`0x51dc4f`), which on vmangos is every `Blizzard_*` addon (`AddonHandler.cpp:129`), so an addon manager's disable-all no longer leaves the auction house, talents, trainers, trade skills, inspect, `/macro` or Key Bindings unable to load.

- The per-addon verbs and the all verbs share one setter, standing for `0x51ea20`.
- Before the server's addon reply the index is empty and both verbs change nothing, as the reference's count is 0 until then.

Fixes #414

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 07:31:16 +07:00
Mathih13andClaude Opus 5.5 3ed9c0b17e fix: show the repair cost on item tooltips in repair mode (#469)
- Item tooltips in repair mode show the repair cost: SetInventoryItem and SetBagItem return each item's cost after the open vendor's discount
- Bank items price in their tooltips too, the repair-cost gate is tested input by input, and logout keeps the last push
- The repair-cost tests share one fixture for the feed's world and the VM's sword
- The repair-cost comments say one fact each, and two that restated the code are gone

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 06:54:16 +07:00
pkuzicandClaude Opus 5.5 4e0e89cb0b MONKEY (sync-020): Update ambiguity ceiling re-measured on the v0.2.0 merge, 5,488 -> 5,509
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 17:53:25 +01:00
pkuzicandClaude Opus 5.5 884dff7747 MONKEY (sync-020): Update ambiguity ceiling re-measured on the v0.2.0 merge, 5,488 -> 5,509
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 17:53:25 +01:00
Sam SungandClaude Opus 5.5 655854c154 The zoom limit is cameraDistanceMax × cameraDistanceMaxFactor held to [0, 50] by the reference's ordered compares, cameraDistanceMax a registered CVar, and a NaN factor zooms without panicking (#475)
The farthest zoom is now 1.12.1's `cameraDistanceMax × cameraDistanceMaxFactor`, held to 0 and 50 yd by the reference's two ordered compares (`0x5112d6`–`0x51131e`), and a NaN factor no longer crashes the first wheel notch.

- `cameraDistanceMax` is registered, default "15.0" (`0x84fbd0`), with its validator's range: `0x50b310` → `0x50b330(v, 0.0, 50.0)` accepts 0 to 50 and refuses the rest, NaN included, keeping the old value.
- `cameraDistanceMaxFactor` takes any value, as the reference registers it with no validator: `/console cameraDistanceMaxFactor 3` zooms to 45 yd. The options slider keeps its 1 to 2 range (`UIOptionsFrame.lua:90`).
- Below 0 the limit is 0; at or above 50 it is 50; a NaN product compares unordered and gives 50, as the x87 flags do. The wheel bounds the distance with `max`/`min`, never `f32::clamp` on a CVar-fed bound.
- A distance read back from the saved pose is capped at 50, not 30.
- The zoom moves to its own module, `player/camera_zoom.rs`, keeping `camera.rs` under the line budget.

Fixes #460

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 20:40:06 +07:00
0237dbd19b Geosets above 1700 stay visible, as 1.12.1 switches off only 0 to 1700: an asset pack's Night Elf eye glow on 1702 shows (#438)
- fix(characters): preserve unmanaged geosets above 1700
- The geoset selection's comments state the 1.12 fact

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
2026-09-27 20:24:33 +07:00
Sam SungandClaude Opus 5.5 bd074c3f47 After thirty idle minutes the logout warning prints once per logout: the idle leg, line and request, is skipped while a logout is pending (0x482ef5) (#474)
After thirty idle minutes the "You have been inactive for some time" line now prints once per logout, not on every frame of the twenty-second countdown. As in 1.12.1, the idle handler skips its whole thirty-minute leg, the line and the logout request together, while the logout-pending byte is set (`0x482eee call 0x5ab0d0`, `0x482ef5 jne 0x482fbf`); the request sets the byte (`0x5ab05b`), and a cancel or a refusal clears it, so the leg arms again.

- The handler reads the pending latch `ui_logout` already keeps; the logout drain now runs after the handler, so the byte is set in the frame the request is made.
- The test runs sixty frames past thirty minutes through one schedule, in both system orders, and expects one line and one request, then one more of each after a cancel.

Fixes #188

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 20:07:30 +07:00
Sam SungandClaude Opus 5.5 03b1072220 A script's selection, cast and targeting-cursor calls apply in the order it made them, so a macro's /target then /cast casts at the new target (#473)
A script's calls that touch the selection, the player's cast or the targeting cursor now take effect in the order the script made them, as in 1.12.1, where each such call is done when it returns (the macro runner `0x4f14e0` fires every line in one pass; `TargetUnit` `0x4899d0` and `TargetByName` `0x489d60` commit through `SetSelection` `0x493540`; `CastSpellByName` `0x4b4ab0` casts at the selection as it stands then).

- The VM keeps one ordered queue of these calls (`ScriptCall`) in place of fifteen per-kind queues, and one system applies it front to back in the target chain, each call through its owner's applier.
- A macro's lines run inside the `UseAction` that pressed it (`0x4e6098 call 0x4f1460`), so the calls they make are applied before the next queued call.
- `ClearTarget` deselects whatever is selected when it applies, so `TargetUnit("player") ClearTarget()` ends with no target.
- `SpellStopCasting`, `SpellStopTargeting`, `TargetNearestFriend`, pet bar presses and orders and pet-book casts join the queue, since they touch the same state: `/script SpellStopCasting()` then `/cast`, and `/assist` then `/petattack`, now apply in order too.

Tests run the real dispatcher on the headless client: target then cast casts at the new target, cast then target at the old one, a clear after a target ends with nothing selected, and a macro's calls land inside the `UseAction` that ran it. Built on macOS; no platform seam.

Fixes #451

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 19:48:00 +07:00
Sam SungandClaude Opus 5.5 05a9be68e5 UnitBuff and UnitDebuff answer for party1-4 and partypet1-4: the live unit's slots, else the roster record's slot-indexed aura block, with UNIT_AURA on each change (#470)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 18:56:24 +07:00
pkuzicandClaude Opus 5.5 37ec67bd78 Merge upstream/main (samwhosung/benilla v0.2.0 ba7fe6e2) into the graphics programme
Two conflicts: docs/MAP.md (our map plus upstream's cfg_categories/wow_ini modules
and WOW_CHAR row) and the Update ambiguity ceiling in game_plugins.rs (kept ours,
re-measured in a follow-up commit).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 12:09:38 +01:00
pkuzicandClaude Opus 5.5 c80f85f660 Merge upstream/main (samwhosung/benilla v0.2.0 ba7fe6e2) into the graphics programme
Two conflicts: docs/MAP.md (our map plus upstream's cfg_categories/wow_ini modules
and WOW_CHAR row) and the Update ambiguity ceiling in game_plugins.rs (kept ours,
re-measured in a follow-up commit).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 12:09:38 +01:00
Sam SungandClaude Opus 5.5 db3be64158 With realms in more than one category, the realm list shows the stock category tabs, so every realm can be reached (#467)
With realms in more than one category, the realm list shows the stock category tabs, so every realm can be reached. Before, it listed only the first category's realms and had no way to the rest.

- **The Region** is `Wow.ini`'s `[WoW Config] Region`, read through the archive chain as `0x40249d` loads it (the stock install ships it in `interface.MPQ`), with the section and key compared case-insensitively (`0x445356`, `0x4453cb`) and the value parsed as `0x445470` does. It is 0 when the file or the key is missing.
- **The categories** are the `Cfg_Categories.dbc` rows whose Region column equals it, in file order (`0x46e300`): id from column 0, name from the row.
- **Placement** (`0x46e510`): a realm's category byte 0 takes the first category's id (`0x46e5b8`), then joins every category with that id (`0x46e60b`). A byte matching no category puts the realm on no tab, as in 1.12.1. Tab ordinals count the non-empty categories only (`0x46edf0`), and the load-band statistics still run over every realm.
- **The tabs** are built from `RealmList.xml`: hidden for one category, `RealmListTab1`..`N` with the category names for two to eight, the front one raised and disabled. A click fronts the tab and re-lists (`RealmListTab_OnClick`), the highlight falls back to the current realm or none, and the scroll clamps to the new tab. Change Realm and `OnShow` keep the stored category (`0x46f188`, `0x46f400`).
- **No Region rows**: every realm lists on one untabbed page. The reference reads a NULL category there (`0x46f26a`, `0x46e5b8`), and benilla does not copy the fault.
- **Logging in** by name, the remembered or current realm, still searches every realm, as the reference resolves by name.
- A dev capture, `WOW_CAPTURE=glue-realmlist`, shows two tabs over five invented realms.

Checked: tests for the Region read, the category rows for a US and an EU Region from the install's DBC, placement (byte 0 folded, an unmatched byte on no tab), the strip hidden for one category and named for two, a tab click through the real click path, the highlight and scroll on a switch, the stored category across Change Realm, the statistics over every realm, and the no-rows fallback. Each fails with its piece undone. Gates and the smoke run green on macOS; no platform seam touched.

Fixes #362

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 14:27:13 +07:00
Sam SungandClaude Opus 5.5 980378b696 With realms in more than one category, the realm list shows the stock category tabs, so every realm can be reached (#467)
With realms in more than one category, the realm list shows the stock category tabs, so every realm can be reached. Before, it listed only the first category's realms and had no way to the rest.

- **The Region** is `Wow.ini`'s `[WoW Config] Region`, read through the archive chain as `0x40249d` loads it (the stock install ships it in `interface.MPQ`), with the section and key compared case-insensitively (`0x445356`, `0x4453cb`) and the value parsed as `0x445470` does. It is 0 when the file or the key is missing.
- **The categories** are the `Cfg_Categories.dbc` rows whose Region column equals it, in file order (`0x46e300`): id from column 0, name from the row.
- **Placement** (`0x46e510`): a realm's category byte 0 takes the first category's id (`0x46e5b8`), then joins every category with that id (`0x46e60b`). A byte matching no category puts the realm on no tab, as in 1.12.1. Tab ordinals count the non-empty categories only (`0x46edf0`), and the load-band statistics still run over every realm.
- **The tabs** are built from `RealmList.xml`: hidden for one category, `RealmListTab1`..`N` with the category names for two to eight, the front one raised and disabled. A click fronts the tab and re-lists (`RealmListTab_OnClick`), the highlight falls back to the current realm or none, and the scroll clamps to the new tab. Change Realm and `OnShow` keep the stored category (`0x46f188`, `0x46f400`).
- **No Region rows**: every realm lists on one untabbed page. The reference reads a NULL category there (`0x46f26a`, `0x46e5b8`), and benilla does not copy the fault.
- **Logging in** by name, the remembered or current realm, still searches every realm, as the reference resolves by name.
- A dev capture, `WOW_CAPTURE=glue-realmlist`, shows two tabs over five invented realms.

Checked: tests for the Region read, the category rows for a US and an EU Region from the install's DBC, placement (byte 0 folded, an unmatched byte on no tab), the strip hidden for one category and named for two, a tab click through the real click path, the highlight and scroll on a switch, the stored category across Change Realm, the statistics over every realm, and the no-rows fallback. Each fails with its piece undone. Gates and the smoke run green on macOS; no platform seam touched.

Fixes #362

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 14:27:13 +07:00
Sam SungandClaude Opus 5.5 1ef11b5bb6 A released player's corpse takes a resurrection: the targeting cursor, the pick and the click bind it as 1.12.1 does (#462)
With Resurrection, Redemption or Rebirth armed and nothing selected, the targeting cursor takes a released party member's corpse: it lights over the corpse in range, and a click casts on it. Before, the cursor stayed grey over a corpse and a click bound nothing.

- **The pick** (`0x480816`, `0x6e6260`). While targeting, a corpse is a candidate only under a word in `0x8600`: under `0x8000` a corpse that is not bones and passes `0x6067d0`, and under `0x200`, tried only without `0x8000`, one that is not bones and fails it. Outside targeting every corpse stays a candidate, as before.
- **The reaction gate `0x6067d0`**: the caster's faction template toward the corpse owner's race template (`ChrRaces`, as `0x5d7120` reads it), friendly at 4 and up. The faction catalog now carries each race's template, and the PvP team loader reads it from there.
- **The cursor**: `0x6e6460`'s corpse leg (`0x6e6719`-`0x6e676d`) with its range tail. `GetMinMaxRange 0x6e3480` pads a corpse like a unit, reading the caster's own reach twice (`0x6e3605`-`0x6e361e`).
- **The click**: `BindTarget`'s corpse arm (`0x6e5f89`-`0x6e6020`), the `0x8000` arm then the `0x200` arm, through the same range merge as a unit (`0x6e602c`). Out of range raises the error and keeps the cursor armed, as the unit arm already does.
- **The wire**: `CMSG_CAST_SPELL` with the corpse bit and the corpse's packed guid, which the client writes for any mask bit in `0x8a02` (`0x7e4e10`) and vmangos reads for either corpse bit (`SpellCastTargetsInfo.cpp:156-157`); `CMSG_USE_ITEM` the same, for Goblin Jumper Cables.

Checked: byte-exact goldens for both packets; unit tests for the pick filter, the cursor verdict (bones, a hostile corpse, out of range, the reach pad), the bind arms from a world click to the sent command, and the reaction gate on the shipped DBCs. Each fails with its piece undone. There is no live run: the probes cannot aim or click in the 3D world. Gates green on macOS; no platform seam touched.

Fixes #450

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 14:01:33 +07:00
Sam SungandClaude Opus 5.5 15ca25b6f5 A released player's corpse takes a resurrection: the targeting cursor, the pick and the click bind it as 1.12.1 does (#462)
With Resurrection, Redemption or Rebirth armed and nothing selected, the targeting cursor takes a released party member's corpse: it lights over the corpse in range, and a click casts on it. Before, the cursor stayed grey over a corpse and a click bound nothing.

- **The pick** (`0x480816`, `0x6e6260`). While targeting, a corpse is a candidate only under a word in `0x8600`: under `0x8000` a corpse that is not bones and passes `0x6067d0`, and under `0x200`, tried only without `0x8000`, one that is not bones and fails it. Outside targeting every corpse stays a candidate, as before.
- **The reaction gate `0x6067d0`**: the caster's faction template toward the corpse owner's race template (`ChrRaces`, as `0x5d7120` reads it), friendly at 4 and up. The faction catalog now carries each race's template, and the PvP team loader reads it from there.
- **The cursor**: `0x6e6460`'s corpse leg (`0x6e6719`-`0x6e676d`) with its range tail. `GetMinMaxRange 0x6e3480` pads a corpse like a unit, reading the caster's own reach twice (`0x6e3605`-`0x6e361e`).
- **The click**: `BindTarget`'s corpse arm (`0x6e5f89`-`0x6e6020`), the `0x8000` arm then the `0x200` arm, through the same range merge as a unit (`0x6e602c`). Out of range raises the error and keeps the cursor armed, as the unit arm already does.
- **The wire**: `CMSG_CAST_SPELL` with the corpse bit and the corpse's packed guid, which the client writes for any mask bit in `0x8a02` (`0x7e4e10`) and vmangos reads for either corpse bit (`SpellCastTargetsInfo.cpp:156-157`); `CMSG_USE_ITEM` the same, for Goblin Jumper Cables.

Checked: byte-exact goldens for both packets; unit tests for the pick filter, the cursor verdict (bones, a hostile corpse, out of range, the reach pad), the bind arms from a world click to the sent command, and the reaction gate on the shipped DBCs. Each fails with its piece undone. There is no live run: the probes cannot aim or click in the 3D world. Gates green on macOS; no platform seam touched.

Fixes #450

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 14:01:33 +07:00
Sam SungandClaude Opus 5.5 a2c3b006ec The ground tilt bounds its duration with the reference's two compares, so a cameraTerrainTiltTimeMin above cameraTerrainTiltTimeMax, or a NaN, no longer panics the client (#459)
With Follow Terrain on, a `cameraTerrainTiltTimeMin` above `cameraTerrainTiltTimeMax`, or a NaN in either, no longer panics the client on the first slope. The ground channel bounded its tween duration with `f32::clamp(lo, hi)`, which panics when `lo > hi` or a bound is NaN.

- **The bound** is now the reference's two ordered compares (`0x50dd29`-`0x50dd83`, `lo = TimeMin × factor`, `hi = TimeMax × factor`): below `lo` takes `lo`, else at or above `hi`, or NaN, takes `hi`, else the duration stands. Nothing orders the pair, so an inverted one is an odd duration and never a fault. `lo` is compared unrounded, as it stays on the x87 stack (`0x50dd4c`), and `hi` as the f32 it is stored as (`0x50dd40`).
- **In flight too.** The armer `0x512490` returns 1 when the request matches the one in flight (`0x512555`), and the caller bounds the duration on any nonzero return (`0x50dd21`), so the bound runs again every frame a tilt is in flight. For an ordered pair that changes nothing; an inverted pair leans for `TimeMax × factor`, and a TimeMax changed mid-tilt bounds the tilt in flight.
- **The floor** that keeps a zero or NaN duration from stalling the tween moved from the stored duration to the divide, so the in-flight bound reads the raw value the reference reads.

Checked: nine tests, each derived from the reference's rule rather than the code, covering an inverted pair below, between and above, a NaN in each input, the unrounded `lo` compare, the in-flight bound, and the issue's case end to end (Min 20, Max 1 on a 20° slope). Each fails with its piece undone, the first ones with the old `clamp` panic (`min > max, or either was NaN`). The bound matches the reference's bytes over 20M random inputs with no bit difference. Gates green on macOS; no platform seam touched.

Fixes #304

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 13:39:41 +07:00
Sam SungandClaude Opus 5.5 ce9d3f23cb The ground tilt bounds its duration with the reference's two compares, so a cameraTerrainTiltTimeMin above cameraTerrainTiltTimeMax, or a NaN, no longer panics the client (#459)
With Follow Terrain on, a `cameraTerrainTiltTimeMin` above `cameraTerrainTiltTimeMax`, or a NaN in either, no longer panics the client on the first slope. The ground channel bounded its tween duration with `f32::clamp(lo, hi)`, which panics when `lo > hi` or a bound is NaN.

- **The bound** is now the reference's two ordered compares (`0x50dd29`-`0x50dd83`, `lo = TimeMin × factor`, `hi = TimeMax × factor`): below `lo` takes `lo`, else at or above `hi`, or NaN, takes `hi`, else the duration stands. Nothing orders the pair, so an inverted one is an odd duration and never a fault. `lo` is compared unrounded, as it stays on the x87 stack (`0x50dd4c`), and `hi` as the f32 it is stored as (`0x50dd40`).
- **In flight too.** The armer `0x512490` returns 1 when the request matches the one in flight (`0x512555`), and the caller bounds the duration on any nonzero return (`0x50dd21`), so the bound runs again every frame a tilt is in flight. For an ordered pair that changes nothing; an inverted pair leans for `TimeMax × factor`, and a TimeMax changed mid-tilt bounds the tilt in flight.
- **The floor** that keeps a zero or NaN duration from stalling the tween moved from the stored duration to the divide, so the in-flight bound reads the raw value the reference reads.

Checked: nine tests, each derived from the reference's rule rather than the code, covering an inverted pair below, between and above, a NaN in each input, the unrounded `lo` compare, the in-flight bound, and the issue's case end to end (Min 20, Max 1 on a 20° slope). Each fails with its piece undone, the first ones with the old `clamp` panic (`min > max, or either was NaN`). The bound matches the reference's bytes over 20M random inputs with no bit difference. Gates green on macOS; no platform seam touched.

Fixes #304

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 13:39:41 +07:00
Sam SungandClaude Opus 5.5 3be64967ec Logging in to an account with no characters lands on the empty character list, as in 1.12.1, instead of creating a Human Warrior (#457)
Logging in to an account or realm with no characters lands on the empty character list. Until now the login cycle created a male Human Warrior on the server, named `WOW_CHAR` or "One", on every login that found an empty roster, a typed one included and again after Change Realm.

- **The reference.** The client builds `CMSG_CHAR_CREATE` in one place, `0x5aac50`, reached only from the glue binding `CreateCharacter` (`0x4719e0` → `0x4711d0` → `0x46b290` → `0x5aac50`), which stock `CharacterCreate.lua` calls only from `CharacterCreate_Okay`. With an empty roster, stock `CharacterSelect.lua`'s `UpdateCharacterList` disables Enter World and Delete and shows Create New Character, which benilla's select screen already does.
- **The change.** The create-if-empty step is gone from the per-realm cycle, and `NetConfig`, which existed only for it, goes with it. The create screen's own path is untouched.
- **Scripted runs.** `WOW_CHAR` must now be on the account: a driverless run whose `WOW_CHAR` is missing fails at select, as it already did on a non-empty roster, and a player's run shows the list. `docs/CONTRIBUTING.md` says so, and names `WOW_PROBE_CHARCREATE` as the explicit way to make one.

Checked: `an_empty_account_parks_at_select_without_creating_a_character` drives the real login cycle against a fake realmd (the server half of SRP6) and a fake world server answering an empty roster. It fails with the old step restored (the client sends `CMSG_CHAR_CREATE` on its own) and passes without it. Live against a local vmangos on a fresh account with no characters: before, the server gained a level-1 "One"; after, the client parks on the empty list and the account still holds no character. With a `WOW_CHAR` not on the account, a driverless run exits at select, and nothing is created. Gates and the smoke run green on macOS; no platform seam touched.

Fixes #343

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 10:43:33 +07:00
Sam SungandClaude Opus 5.5 243fd09154 Logging in to an account with no characters lands on the empty character list, as in 1.12.1, instead of creating a Human Warrior (#457)
Logging in to an account or realm with no characters lands on the empty character list. Until now the login cycle created a male Human Warrior on the server, named `WOW_CHAR` or "One", on every login that found an empty roster, a typed one included and again after Change Realm.

- **The reference.** The client builds `CMSG_CHAR_CREATE` in one place, `0x5aac50`, reached only from the glue binding `CreateCharacter` (`0x4719e0` → `0x4711d0` → `0x46b290` → `0x5aac50`), which stock `CharacterCreate.lua` calls only from `CharacterCreate_Okay`. With an empty roster, stock `CharacterSelect.lua`'s `UpdateCharacterList` disables Enter World and Delete and shows Create New Character, which benilla's select screen already does.
- **The change.** The create-if-empty step is gone from the per-realm cycle, and `NetConfig`, which existed only for it, goes with it. The create screen's own path is untouched.
- **Scripted runs.** `WOW_CHAR` must now be on the account: a driverless run whose `WOW_CHAR` is missing fails at select, as it already did on a non-empty roster, and a player's run shows the list. `docs/CONTRIBUTING.md` says so, and names `WOW_PROBE_CHARCREATE` as the explicit way to make one.

Checked: `an_empty_account_parks_at_select_without_creating_a_character` drives the real login cycle against a fake realmd (the server half of SRP6) and a fake world server answering an empty roster. It fails with the old step restored (the client sends `CMSG_CHAR_CREATE` on its own) and passes without it. Live against a local vmangos on a fresh account with no characters: before, the server gained a level-1 "One"; after, the client parks on the empty list and the account still holds no character. With a `WOW_CHAR` not on the account, a driverless run exits at select, and nothing is created. Gates and the smoke run green on macOS; no platform seam touched.

Fixes #343

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 10:43:33 +07:00
Sam SungandClaude Opus 5.5 5f05465c8e A unit's reaction caps the reputation rank at Revered, as in 1.12.1, so an Exalted faction's NPC no longer breaks the target frame (#455)
Targeting an NPC whose faction you are Exalted with no longer opens a script error. `UnitReaction` answered 8 there, and stock `TargetFrame_CheckFaction` indexes `UnitReactionColor[reaction]`, which has seven entries (`TargetFrame.lua:6-14`, `:183`).

- **The cap.** `UnitReaction 0x6061e0` takes `0x606530`'s answer through `min(rank, 6)` at `0x606439` (`cmp esi,6` / `jl` / `mov esi,6`), so Revered and Exalted both read 6, and the Lua binding adds one (`0x51683e`), so Lua sees at most 7. `ring_reaction` now caps its answer there.
- **The ladder stays whole.** `reputation_rank` is untouched: the reputation pane and the item requirement lines still read Exalted.
- **Every caller** of `ring_reaction` models `0x6061e0` and tests at 1, 3, 4 or 5, so none changes but the four Lua unit feeds (target, targettarget, npc, mouseover), which now share one `unit_reaction` helper. The vendor discount's Exalted row reads as Revered, as in the reference, and still takes 10%.
- **Comments** that gave the scale as 0..7 or 1..8 now say 0..=6 and 1..=7.

Checked: `the_reputation_rank_is_capped_at_revered` walks both sides of the Honored, Revered and Exalted thresholds; `an_exalted_npc_target_reads_revered_and_its_plate_is_green` runs stock `TargetFrame` on an Exalted Stormwind unit. With the cap loosened to 7 both fail, the second with the issue's `TargetFrame.lua:183: attempt to index field '?'`; restored, both pass. Gates green on macOS; no platform seam touched.

Fixes #440

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 10:13:15 +07:00
Sam SungandClaude Opus 5.5 0106b66b25 A unit's reaction caps the reputation rank at Revered, as in 1.12.1, so an Exalted faction's NPC no longer breaks the target frame (#455)
Targeting an NPC whose faction you are Exalted with no longer opens a script error. `UnitReaction` answered 8 there, and stock `TargetFrame_CheckFaction` indexes `UnitReactionColor[reaction]`, which has seven entries (`TargetFrame.lua:6-14`, `:183`).

- **The cap.** `UnitReaction 0x6061e0` takes `0x606530`'s answer through `min(rank, 6)` at `0x606439` (`cmp esi,6` / `jl` / `mov esi,6`), so Revered and Exalted both read 6, and the Lua binding adds one (`0x51683e`), so Lua sees at most 7. `ring_reaction` now caps its answer there.
- **The ladder stays whole.** `reputation_rank` is untouched: the reputation pane and the item requirement lines still read Exalted.
- **Every caller** of `ring_reaction` models `0x6061e0` and tests at 1, 3, 4 or 5, so none changes but the four Lua unit feeds (target, targettarget, npc, mouseover), which now share one `unit_reaction` helper. The vendor discount's Exalted row reads as Revered, as in the reference, and still takes 10%.
- **Comments** that gave the scale as 0..7 or 1..8 now say 0..=6 and 1..=7.

Checked: `the_reputation_rank_is_capped_at_revered` walks both sides of the Honored, Revered and Exalted thresholds; `an_exalted_npc_target_reads_revered_and_its_plate_is_green` runs stock `TargetFrame` on an Exalted Stormwind unit. With the cap loosened to 7 both fail, the second with the issue's `TargetFrame.lua:183: attempt to index field '?'`; restored, both pass. Gates green on macOS; no platform seam touched.

Fixes #440

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 10:13:15 +07:00
Sam SungandClaude Opus 5.5 1445bfdd42 The build line names its release: benilla build 0.2.0 · <sha>, and 0.2.0+N for a commit N past its tag (#452)
The startup line, crash reports and the debug panel now name the release a build is, so a bug report carries it: `benilla build 0.2.0 · b17be27 · 2026-09-27 · release` on a release, `0.2.0+12 · …` twelve commits past its tag.

- `benilla-buildstamp` also stamps `git describe --tags --long --match 'v[0-9]*'` and watches `packed-refs` and `refs/tags`, so a fetched tag restamps without a new commit.
- `BuildId` carries the workspace version and the describe. `release()` reads the version, with `+N` when the describe's tag is that version's; with no tag in reach (a source archive, a shallow clone) or the previous version's tag (the release commit before its tag exists) it reads the version alone.
- The bug template's example line shows the new form.

Checked: the four new `build_id` tests fail with the distance parser broken and pass restored; the describe command in a scratch clone reads empty with no tag, `v0.1.0-443-g…` over a launch tag, `v0.2.0-0-g…` on the release commit, and skips tags that are not `v`-numbered; the build script's output carries the new watches and variable. Gates green on macOS; no platform seam touched.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 08:48:12 +07:00
Sam SungandClaude Opus 5.5 a5cae4eb40 The build line names its release: benilla build 0.2.0 · <sha>, and 0.2.0+N for a commit N past its tag (#452)
The startup line, crash reports and the debug panel now name the release a build is, so a bug report carries it: `benilla build 0.2.0 · b17be27 · 2026-09-27 · release` on a release, `0.2.0+12 · …` twelve commits past its tag.

- `benilla-buildstamp` also stamps `git describe --tags --long --match 'v[0-9]*'` and watches `packed-refs` and `refs/tags`, so a fetched tag restamps without a new commit.
- `BuildId` carries the workspace version and the describe. `release()` reads the version, with `+N` when the describe's tag is that version's; with no tag in reach (a source archive, a shallow clone) or the previous version's tag (the release commit before its tag exists) it reads the version alone.
- The bug template's example line shows the new form.

Checked: the four new `build_id` tests fail with the distance parser broken and pass restored; the describe command in a scratch clone reads empty with no tag, `v0.1.0-443-g…` over a launch tag, `v0.2.0-0-g…` on the release commit, and skips tags that are not `v`-numbered; the build script's output carries the new watches and variable. Gates green on macOS; no platform seam touched.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 08:48:12 +07:00
2bea05ec6f A friendly or resurrection spell with no usable target brings up the targeting cursor, and autoSelfCast boots at 1.12.1's 0 (#445)
A friendly or resurrection spell that binds nothing now enters the unit targeting cursor, as `TryCast` does for any residual word without the enemy bit (`0x6e507b`–`0x6e50ab`). `autoSelfCast` boots at its reference default of `"0"`, and its `Deviates` row is gone.

- **Binding.** The cursor binds a unit through a world click, and through `SpellTargetUnit` from the unit frames (`BindTarget 0x6e5b40`). The selection never moves.
- **Relation checks.** Heals and buffs ask `CanAssist 0x6066f0` instead of reaction alone, so a friendly NPC without the PvP flag is no longer assistable. That is part of #50.
- **Range.** `SpellCanTargetUnit` and the cursor answer per unit through `0x6e6460`'s unit leg, including the spell's min/max range (`6e677c`–`6e6802`). A click on a unit out of range raises "Out of range." or "Target too close" and keeps the cursor armed. The reference's abort there also strands the cursor, and that is not copied.
- **Your own model** joins the world pick only for a word `0x6e61a0` admits (`0x850e`, no `AttributesEx 0x80000`), and never in first person.

Fixes #136

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
2026-09-27 07:56:21 +07:00
e4cc695f84 A friendly or resurrection spell with no usable target brings up the targeting cursor, and autoSelfCast boots at 1.12.1's 0 (#445)
A friendly or resurrection spell that binds nothing now enters the unit targeting cursor, as `TryCast` does for any residual word without the enemy bit (`0x6e507b`–`0x6e50ab`). `autoSelfCast` boots at its reference default of `"0"`, and its `Deviates` row is gone.

- **Binding.** The cursor binds a unit through a world click, and through `SpellTargetUnit` from the unit frames (`BindTarget 0x6e5b40`). The selection never moves.
- **Relation checks.** Heals and buffs ask `CanAssist 0x6066f0` instead of reaction alone, so a friendly NPC without the PvP flag is no longer assistable. That is part of #50.
- **Range.** `SpellCanTargetUnit` and the cursor answer per unit through `0x6e6460`'s unit leg, including the spell's min/max range (`6e677c`–`6e6802`). A click on a unit out of range raises "Out of range." or "Target too close" and keeps the cursor armed. The reference's abort there also strands the cursor, and that is not copied.
- **Your own model** joins the world pick only for a word `0x6e61a0` admits (`0x850e`, no `AttributesEx 0x80000`), and never in first person.

Fixes #136

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
2026-09-27 07:56:21 +07:00
pkuzicandClaude Opus 5.5 c77eb5832a MONKEY (upstream-merge): Update ambiguity ceiling re-measured on the merged tree, 5,582 -> 5,488
Upstream lowered its own ceiling to 5,463; this branch's lanes add 25.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 22:27:38 +01:00
pkuzicandClaude Opus 5.5 5e6a9ec4a0 MONKEY (upstream-merge): Update ambiguity ceiling re-measured on the merged tree, 5,582 -> 5,488
Upstream lowered its own ceiling to 5,463; this branch's lanes add 25.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 22:27:38 +01:00
pkuzicandClaude Opus 5.5 89ad90a710 Merge upstream/main (samwhosung/benilla b17be271) into the graphics programme
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 21:28:31 +01:00
pkuzicandClaude Opus 5.5 853c09f44d Merge upstream/main (samwhosung/benilla b17be271) into the graphics programme
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 21:28:31 +01:00
pkuzic 22cb4b1273 Merge gfx/leftovers (skybox flags 0x8/0x10, shaft water mask, shadow-caster warm, torch terrain census) into integration 2026-09-26 18:00:43 +01:00
pkuzic 557cb71319 Merge gfx/leftovers (skybox flags 0x8/0x10, shaft water mask, shadow-caster warm, torch terrain census) into integration 2026-09-26 18:00:43 +01:00
pkuzicandClaude Opus 5.5 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>
2026-09-26 17:53:32 +01:00
pkuzicandClaude Opus 5.5 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>
2026-09-26 17:53:32 +01:00
pkuzicandClaude Opus 5.5 a7f9bda983 MONKEY (leftovers): torchTerrainShadows evidence - census light height, clearance, near count
lamp_terrain_occlusion_scan takes an optional light height and ray clearance, counts blocked
samples within 15 yd, prints the ground height, and ranks by the near count. Used to pick the
leftovers B1 scenes (Elwynn campfires, lampposts, bridge lamp): the gather and the terrain
receiver work, the terrain-blocked ground is grazing or at the rim, so the lit image is unchanged.
LIGHTING.md says so.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 17:09:13 +01:00
pkuzicandClaude Opus 5.5 bd756f2a72 MONKEY (leftovers): torchTerrainShadows evidence - census light height, clearance, near count
lamp_terrain_occlusion_scan takes an optional light height and ray clearance, counts blocked
samples within 15 yd, prints the ground height, and ranks by the near count. Used to pick the
leftovers B1 scenes (Elwynn campfires, lampposts, bridge lamp): the gather and the terrain
receiver work, the terrain-blocked ground is grazing or at the rim, so the lit image is unchanged.
LIGHTING.md says so.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 17:09:13 +01:00
pkuzicandClaude Opus 5.5 8be58bde18 MONKEY (leftovers): warm the two sun-shadow proxy lanes in the menagerie
ShadowCasterMaterial and CutoutShadowCasterMaterial get one warm rig each (production attribute
sets, layers 0+31: the world camera mints the forward pipeline, a live sun rig's shadow views the
depth one). The cutout pair (MAY_DISCARD opaque + prepass) otherwise first compiles when the first
leaf card enters sun-rig reach, after the cover lifts. Fixes the failing
pipe_warm::menagerie::every_material_lane_has_a_warm_contributor census for real.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 16:51:30 +01:00
pkuzicandClaude Opus 5.5 af38c6eec8 MONKEY (leftovers): warm the two sun-shadow proxy lanes in the menagerie
ShadowCasterMaterial and CutoutShadowCasterMaterial get one warm rig each (production attribute
sets, layers 0+31: the world camera mints the forward pipeline, a live sun rig's shadow views the
depth one). The cutout pair (MAY_DISCARD opaque + prepass) otherwise first compiles when the first
leaf card enters sun-rig reach, after the cover lifts. Fixes the failing
pipe_warm::menagerie::every_material_lane_has_a_warm_contributor census for real.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 16:51:30 +01:00
pkuzicandClaude Opus 5.5 2776a5c1b2 MONKEY (fix-wind): log the live foliageWind tier; test the player-path rows
The review report (grass and tree sway not moving in the play build) did not
reproduce: the release/play exe publishes grass and tree strength 1 with
foliageWind absent from the config, and capture pairs show sway. The tier is
now logged at boot and on every change so a player run shows what the
receivers were given, and a test holds the no-pin default path: moving
travel, grass and tree rows set, tier 0 clearing them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 16:21:45 +01:00