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>
0x8: the sky's weight lifts the daylight fade so a low/just-set sun keeps full shafts.
Mask: water writes no depth, so the sea under the horizon read as sky and got a shaft lift
(Westfall sunset: up to 9.7 levels on the water, 0 above the horizon after). The mask pass now
binds the view uniform and keeps depth-0 only where the view ray is above -0.01 elevation.
Adds the leftovers-sea-sunset capture scenario.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
0x8: the sky's weight lifts the daylight fade so a low/just-set sun keeps full shafts.
Mask: water writes no depth, so the sea under the horizon read as sky and got a shaft lift
(Westfall sunset: up to 9.7 levels on the water, 0 above the horizon after). The mask pass now
binds the view uniform and keeps depth-0 only where the view ray is above -0.01 elevation.
Adds the leftovers-sea-sunset capture scenario.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
SKYBOX_FORCE_SUN_SHAFTS (0x8) and SKYBOX_NO_SUN_FOG (0x10) constants, CameraSkybox::flag_weight
(heaviest main layer carrying a flag). update_fog_model scales sun_fog_strength by 1 - weight of a
0x10 sky. LIGHTING.md documents both flags (0x8 consumer lands in the next commit).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
SKYBOX_FORCE_SUN_SHAFTS (0x8) and SKYBOX_NO_SUN_FOG (0x10) constants, CameraSkybox::flag_weight
(heaviest main layer carrying a flag). update_fog_model scales sun_fog_strength by 1 - weight of a
0x10 sky. LIGHTING.md documents both flags (0x8 consumer lands in the next commit).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- A repair the purse cannot cover is refused as in 1.12.1: the not-enough-money error and its voice line, no repair sound, nothing sent; Repair All tests the worn gear alone
- Tidy three comments: the gift-wrap getter's reader, the repair-reset test's claim, the merchant module doc's width
Fixes#412
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- A repair the purse cannot cover is refused as in 1.12.1: the not-enough-money error and its voice line, no repair sound, nothing sent; Repair All tests the worn gear alone
- Tidy three comments: the gift-wrap getter's reader, the repair-reset test's claim, the merchant module doc's width
Fixes#412
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Repair costs take the vendor's price discount, 10% off at Honored and up to 10% more by honor rank at a PvP-flagged vendor, rounded as 1.12.1 rounds them
- Flight map fares take the flight master's price discount, as 1.12.1 shows them, while an express flight still sends the full fare
Fixes#411Fixes#434
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Repair costs take the vendor's price discount, 10% off at Honored and up to 10% more by honor rank at a PvP-flagged vendor, rounded as 1.12.1 rounds them
- Flight map fares take the flight master's price discount, as 1.12.1 shows them, while an express flight still sends the full fare
Fixes#411Fixes#434
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Casting a targeted spell ends repair mode, as 1.12.1's targeting arm writes its cursor over Repair
- A right mouse-down on the world ends repair mode, as 1.12.1's WorldFrame hook resets the cursor to Point
Fixes#420Fixes#422
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Casting a targeted spell ends repair mode, as 1.12.1's targeting arm writes its cursor over Repair
- A right mouse-down on the world ends repair mode, as 1.12.1's WorldFrame hook resets the cursor to Point
Fixes#420Fixes#422
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Right-clicking a bag or worn item puts a held item back first, as 1.12.1 clears the cursor before any use
- The bag frame's end-to-end test: a right-click with a held item puts it back, then uses the slot
Fixes#413Fixes#421
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Right-clicking a bag or worn item puts a held item back first, as 1.12.1 clears the cursor before any use
- The bag frame's end-to-end test: a right-click with a held item puts it back, then uses the slot
Fixes#413Fixes#421
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- fix: clear a standing AFK when /dnd is sent
- The AFK clear runs once, ahead of the type arms, and a test drives /afk then /dnd through the real drain
Fixes#185
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
- fix: clear a standing AFK when /dnd is sent
- The AFK clear runs once, ahead of the type arms, and a test drives /afk then /dnd through the real drain
Fixes#185
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
- Fix trainer tooltip on first hover
- The spell-tooltip feed keeps its in-game gate, and a test holds it after the trainer feed
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
- Fix trainer tooltip on first hover
- The spell-tooltip feed keeps its in-game gate, and a test holds it after the trainer feed
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
- fix: repair mode
- repair mode: a right-click puts a held payload back, then repairs the item
- repair clicks sound ITEM_REPAIR as they are sent, under the kit's no-duplicates gate
- the repair-all button is no longer driven from Rust
- repair mode: the click bindings' order, for every cursor payload
- worn-item repair clicks drain beside the bag's, in no system of their own
Fixes#147Fixes#148
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
- fix: repair mode
- repair mode: a right-click puts a held payload back, then repairs the item
- repair clicks sound ITEM_REPAIR as they are sent, under the kit's no-duplicates gate
- the repair-all button is no longer driven from Rust
- repair mode: the click bindings' order, for every cursor payload
- worn-item repair clicks drain beside the bag's, in no system of their own
Fixes#147Fixes#148
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
The dawn/weather density curve read WorldTime, the server clock, which stays at its noon default
offline, so a manual or capture time never got the dawn mist. It now reads the rendered minute
through grading's rendered_minute (the same rule as ac9a1ef3). Baselines move: volfog-dawn is
mistier (MAE 8.5), volfog-night is unchanged (0.07).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The dawn/weather density curve read WorldTime, the server clock, which stays at its noon default
offline, so a manual or capture time never got the dawn mist. It now reads the rendered minute
through grading's rendered_minute (the same rule as ac9a1ef3). Baselines move: volfog-dawn is
mistier (MAE 8.5), volfog-night is unchanged (0.07).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review leftover #17. animate_skyboxes keeps its per-model clocks across frames (a path String is
cloned only when a model first shows), poses into reused buffers (SkyRig::pose_into), and
re-skins and re-uploads a skinned batch only when its model's pose changed (a generation
counter). resolve_camera_skybox compares paths with an allocation-free norm_eq and owns only the
winning WMO skybox name. Test: norm_eq agrees with norm.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review leftover #17. animate_skyboxes keeps its per-model clocks across frames (a path String is
cloned only when a model first shows), poses into reused buffers (SkyRig::pose_into), and
re-skins and re-uploads a skinned batch only when its model's pose changed (a generation
counter). resolve_camera_skybox compares paths with an allocation-free norm_eq and owns only the
winning WMO skybox name. Test: norm_eq agrees with norm.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The fold mask came from the two long wave bands only, which cross in a regular diamond lattice:
every crest broke into the same elongated patch. The mask adds the next two bands' compression,
a slow domain-warped gust field moves the break threshold and calms patches, and ~6 yd warped
segments break each crest into short runs. Geometry is unchanged; crest foam stays on steep waves.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The fold mask came from the two long wave bands only, which cross in a regular diamond lattice:
every crest broke into the same elongated patch. The mask adds the next two bands' compression,
a slow domain-warped gust field moves the break threshold and calms patches, and ~6 yd warped
segments break each crest into short runs. Geometry is unchanged; crest foam stays on steep waves.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The erosion weight 4a(1-a) was 0.84 in dense cloud (a = 0.7), so one low base-octave detail cell
(~5 degrees) cut a round hole in the mass, and the detail's mean (0.573, not 0.5) lifted the
plateau around it: a hard ring near the sun, rimmed by the silver lining. Erosion is now centred
on the detail's mean and weighted 6.75a(1-a)^2 (thin edges keep the cauliflower, dense cores
keep their shape); thin cloud is not self-shadowed, and the silver lining reads a wider
footprint ahead and is capped. Cloud behind the glow is a diffuse brightening again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The erosion weight 4a(1-a) was 0.84 in dense cloud (a = 0.7), so one low base-octave detail cell
(~5 degrees) cut a round hole in the mass, and the detail's mean (0.573, not 0.5) lifted the
plateau around it: a hard ring near the sun, rimmed by the silver lining. Erosion is now centred
on the detail's mean and weighted 6.75a(1-a)^2 (thin edges keep the cauliflower, dense cores
keep their shape); thin cloud is not self-shadowed, and the silver lining reads a wider
footprint ahead and is capped. Cloud behind the glow is a diffuse brightening again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Water writes no depth, so the haze pass measured the seabed behind it, and water with no seabed
behind it (depth 0 below the horizon) read as sky and took no haze. The underwater slope of an
island drew a hard-edged wedge across the sea (water-ocean at High). With an ocean footprint in
reach and the eye above sea level, a point below sea level is now hazed at the ocean plane.
Samples past the cascade's far bound take the ray's mean covered visibility instead of 0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Water writes no depth, so the haze pass measured the seabed behind it, and water with no seabed
behind it (depth 0 below the horizon) read as sky and took no haze. The underwater slope of an
island drew a hard-edged wedge across the sea (water-ocean at High). With an ocean footprint in
reach and the eye above sea level, a point below sea level is now hazed at the ocean plane.
Samples past the cascade's far bound take the ray's mean covered visibility instead of 0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
update_bleed_fixtures walked every interior source in the world four times per
doorway every frame (~1.0 ms/frame main thread, traced, Northshire at High).
Sources are now bucketed per placement once (same rows, same order, same sums:
another placement's claimant weighs 0), the evaluation runs at 10 Hz with
arrivals and dial changes bypassing the cadence, and the light is written only
on a real change. Captures inn-noon and perf-abbey-night are pixel-identical.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
update_bleed_fixtures walked every interior source in the world four times per
doorway every frame (~1.0 ms/frame main thread, traced, Northshire at High).
Sources are now bucketed per placement once (same rows, same order, same sums:
another placement's claimant weighs 0), the evaluation runs at 10 Hz with
arrivals and dial changes bypassing the cadence, and the light is written only
on a real change. Captures inn-noon and perf-abbey-night are pixel-identical.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A probe window opens unfocused and WinitSettings::game() drives an unfocused
window at reactive 1/60 s, so every FPS_PROBE read ~16.7 ms whatever the scene
cost (Classic at 720p with 0.4 ms of GPU read 57 fps). Probes now run
Continuous in both modes. Adds perf-northshire-night / perf-abbey-night.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A probe window opens unfocused and WinitSettings::game() drives an unfocused
window at reactive 1/60 s, so every FPS_PROBE read ~16.7 ms whatever the scene
cost (Classic at 720p with 0.4 ms of GPU read 57 fps). Probes now run
Continuous in both modes. Adds perf-northshire-night / perf-abbey-night.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Frames the Westfall sea from 30 yd up so the 64-80 yd fine/coarse ring crosses the frame
centre; used to verify the stitched LOD edges at WOW_WATER=2.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Frames the Westfall sea from 30 yd up so the 64-80 yd fine/coarse ring crosses the frame
centre; used to verify the stitched LOD edges at WOW_WATER=2.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
One comment corrected: the stock unit menu greys Trade and Duel on `HasFullControl()` (`UnitPopup.lua:474-477`, `:502-505`), not follow and trade.
Comment only.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
One comment corrected: the stock unit menu greys Trade and Duel on `HasFullControl()` (`UnitPopup.lua:474-477`, `:502-505`), not follow and trade.
Comment only.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
One test message corrected. A pet's combat-stats snapshot carries no defense pair, because `UnitDefense("pet")` computes the pet's level × 5 itself (`CGUnit_C` `0x613680`). The message added in #391 said benilla had no pet defense, which is wrong.
Verified: the `ui_pet_doll` tests pass.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
One test message corrected. A pet's combat-stats snapshot carries no defense pair, because `UnitDefense("pet")` computes the pet's level × 5 itself (`CGUnit_C` `0x613680`). The message added in #391 said benilla had no pet defense, which is wrong.
Verified: the `ui_pet_doll` tests pass.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A separate system added 10 unordered pairs to Update (schedule ambiguity
ceiling test). Same behaviour; the recapture is identical.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A separate system added 10 unordered pairs to Update (schedule ambiguity
ceiling test). Same behaviour; the recapture is identical.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The comment and string passes' last leftovers, and one lookup made to match the reference.
**Comments that stated a wrong reference fact**, now stating the right one:
- A cast failure clears the GCD, and a failed cooldown-on-event spell also drops its parked record (`0x6e73cc`).
- `SetUnit` is `0x505d70`; `0x476cb0` is the component clone it reaches.
- Interior sound follows the character, where the listener sits, not the camera.
- Template inheritance re-runs `LoadXML` on the one object against each template (`0x76985c`), and reads `name` and `id` from the instance alone (`0x769770`).
- On the ghost-to-alive edge the reference clears its corpse cache and sends nothing (`0x5ee990`, `0x491f50`).
- The name cache has no high-bit miss. An empty-name answer evicts the record in the reference (`0x55f6f0`).
- The combat-log deferred queue (`0xc4e208`) waits only on an item name. A unit name never waits.
- A flying spline's segments are paced by curve length (`0x454320`, `0x453760`), not by chord length.
- A stop within 3 yd of its stop point keeps the arrow nocked (`0x6019e4`).
- A missile's sound id is at `CMissile+0x40`.
- A nil or unresolved `AssistUnit` token is a gap against `0xb8` ERR_GENERIC_NO_TARGET, not a deviation.
**Strings:**
- Test, log and tool messages lose leftover history wording and placeholder labels.
- The extractor's scan summaries describe the current tint and sequence-clock paths.
- The smoke script's failure text carries no private numbers.
**Line continuations:** twelve log, panic and assert strings get back the `\` continuations they had lost. Each printed a run of spaces mid-message. Fixes#106.
**One lookup:** a region's `inherits=` is looked up as one verbatim name, matched case-insensitively (`0x6ee6f0`, `_strnicmp` at `0x6ee747`), as `framexml::expand` already did for frames. The gate before it split on commas and matched case-sensitively, so a texture or font string whose `inherits=` spelled its template in another case never received the template. `a_region_takes_a_mis_cased_template` fails before this change and passes after.
**Tests:** the quest tests stop loading three FrameXML files that no quest file uses.
**In game:** nothing changes for the stock UI. Log lines read as one sentence, and an addon texture that names its template in another case now gets it.
Verified with `scripts/check.sh` on the changed crates, plus the loader and quest tests with the install present.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>