- the Stormwind/Orgrimmar minimap lines are gone, at the cause: a group's boundary tile is authored 1.0 yd larger on that side alone, so touching groups overlap by 2 yd — without the bleed a LINEAR-filtered silhouette loses ≈0.38 texel at every abutment and the black clear reads through as a dashed line; with it, disc black goes 4.49% → 3.69% and no lines, inside the reference's own band
- the tile sampler stays LINEAR but filters in gamma space (`GL_SKIP_DECODE_EXT`, as the reference's trace has it) — a terrain underlay and a NEAREST sampler both reproduced the symptom and were both retracted as wrong once wow-re refuted them
- the canal-surface line in the world was a second defect: Stormwind's canal groups genuinely overlap (14,416 lattice points claimed wet twice), so the translucent sheet composited twice — the MLIQ `0x80` shared-tile gate now resolves each shared cell to one owner at load, pixel-identical and zero double-claimed points, not one wet point lost
- the interior composite is probeable headless now: `WOW_MM_PROBE` synthesises the minimap slot server-less, and an offline rebuilder reproduces the defect and the fix from the shipped art
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the rig-palette copy-on-write copies the live prefix, never the capacity: ~6.3 MB of memcpy per frame — paid everywhere, however few rigs were awake — becomes the ~250 KB actually live, ~25× smaller and observationally identical
- a frozen model-particle pool stays hidden (spell shards were drawing through walls and the cull forever), and a parked rig's animation event tracks fall silent like the reference's — except MORE_AUDIBLE creatures, so off-screen combat stays audible while the rest of the world goes properly quiet
- an automatic dismount no longer keeps the mount's run speed on foot (the reported `.tele` repro): a mover's speeds stage for the whole drain instead of being written live mid-teleport
- a dead character's portraits show the living face again: the ghost death-screen pass was leaking into every portrait bake — all eight portraits, paper doll, inspect, dress-up — because the death gate was the one combine lane with no per-view scale; post-fix the bake reads MAE 0.000 against the living control while the world still goes steel-blue on release
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the rig-palette copy-on-write copies the live prefix, never the capacity: ~6.3 MB of memcpy per frame — paid everywhere, however few rigs were awake — becomes the ~250 KB actually live, ~25× smaller and observationally identical
- a frozen model-particle pool stays hidden (spell shards were drawing through walls and the cull forever), and a parked rig's animation event tracks fall silent like the reference's — except MORE_AUDIBLE creatures, so off-screen combat stays audible while the rest of the world goes properly quiet
- an automatic dismount no longer keeps the mount's run speed on foot (the reported `.tele` repro): a mover's speeds stage for the whole drain instead of being written live mid-teleport
- a dead character's portraits show the living face again: the ghost death-screen pass was leaking into every portrait bake — all eight portraits, paper doll, inspect, dress-up — because the death gate was the one combine lane with no per-view scale; post-fix the bake reads MAE 0.000 against the living control while the world still goes steel-blue on release
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the loot kneel finally fires on a chest (the reported gap): a chest never sends `CMSG_LOOT`, so the client-local loot latch gains its second arm on `SMSG_SPELL_GO` with the loot response as an admission gate — you kneel before the window opens and hold it while it is up, like the reference
- the outdoor draw election lands: the 1.12 client elects every scene object per frame, and a unit behind you or in a room the portal flood can't see is neither drawn, animated nor particle-ticked — at the Goldshire pin drawn submeshes go 365 → 49 and live particles 569 → 138, camera stamp bit-identical; `WOW_NO_DRAW_ELECTION=1` reverts. No ms pricing yet — counts only, the machine was shared
- standing-NPC facing and docked transports go write-on-change instead of dirtying their transforms every frame
- the options window gets a ground: a black fill inside the rope drops the world's bleed-through onto the page from 40% to 12%, so the small text reads against snow and noon water
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the loot kneel finally fires on a chest (the reported gap): a chest never sends `CMSG_LOOT`, so the client-local loot latch gains its second arm on `SMSG_SPELL_GO` with the loot response as an admission gate — you kneel before the window opens and hold it while it is up, like the reference
- the outdoor draw election lands: the 1.12 client elects every scene object per frame, and a unit behind you or in a room the portal flood can't see is neither drawn, animated nor particle-ticked — at the Goldshire pin drawn submeshes go 365 → 49 and live particles 569 → 138, camera stamp bit-identical; `WOW_NO_DRAW_ELECTION=1` reverts. No ms pricing yet — counts only, the machine was shared
- standing-NPC facing and docked transports go write-on-change instead of dirtying their transforms every frame
- the options window gets a ground: a black fill inside the rope drops the world's bleed-through onto the page from 40% to 12%, so the small text reads against snow and noon water
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- show-helm / show-cloak preferences dress the world body at last: the preference is `PLAYER_FLAGS` 0x400/0x800 — a public descriptor field, so it dresses every player you can see — and equipment resolve now reads it in both places the helm resolves (geosets and attachments) and the one the cloak does; character select has honoured the same stored bit since day one, which is why the two disagreed
- the toggles reach the wire (`CMSG_TOGGLE_HELM`/`CMSG_TOGGLE_CLOAK`), the `ShowHelm`/`ShowingHelm`/`ShowCloak`/`ShowingCloak` script API exists, the dressing room follows the world, and Options → Interface finally has the two rows
- the minimap's interior draw starts compositing into the client's own 256² target, and the interior gate reads the client's indoor byte — the ground work for the black-lines fix that lands next
- `WOW_DRESS_CENSUS` reports what the wire asked for vs what is on the body
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- show-helm / show-cloak preferences dress the world body at last: the preference is `PLAYER_FLAGS` 0x400/0x800 — a public descriptor field, so it dresses every player you can see — and equipment resolve now reads it in both places the helm resolves (geosets and attachments) and the one the cloak does; character select has honoured the same stored bit since day one, which is why the two disagreed
- the toggles reach the wire (`CMSG_TOGGLE_HELM`/`CMSG_TOGGLE_CLOAK`), the `ShowHelm`/`ShowingHelm`/`ShowCloak`/`ShowingCloak` script API exists, the dressing room follows the world, and Options → Interface finally has the two rows
- the minimap's interior draw starts compositing into the client's own 256² target, and the interior gate reads the client's indoor byte — the ground work for the black-lines fix that lands next
- `WOW_DRESS_CENSUS` reports what the wire asked for vs what is on the body
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- WMO water stops running the terrain-liquid program: the material key names WHICH renderer a pool takes, and the two WMO arms land — Blackfathom Deeps' interior pools take their authored per-vertex opacity and the material's own body colour (34, 38, 57 there — the dark blue-grey in the reference shot) instead of coming out opaque and daylit on the zone's river swatch
- the exterior WMO arm bands at sub-17, not sub-16 — teal, not olive — which is what the Stormwind canals actually read as
- a hole corner's authored height no longer counts as a height, and a corpus-wide instrument reports which WMO water arm every pool takes
- the ADT/Felwood golden sweep is bit-identical: open-world water is provably untouched
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- WMO water stops running the terrain-liquid program: the material key names WHICH renderer a pool takes, and the two WMO arms land — Blackfathom Deeps' interior pools take their authored per-vertex opacity and the material's own body colour (34, 38, 57 there — the dark blue-grey in the reference shot) instead of coming out opaque and daylit on the zone's river swatch
- the exterior WMO arm bands at sub-17, not sub-16 — teal, not olive — which is what the Stormwind canals actually read as
- a hole corner's authored height no longer counts as a height, and a corpus-wide instrument reports which WMO water arm every pool takes
- the ADT/Felwood golden sweep is bit-identical: open-world water is provably untouched
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the Tainted Scar sky reads its dark red overcast instead of almost pure white: a light-band row with no keyframes now commits the client's own constant — black for colour rows, +0.0 for scalars — instead of an invented neutral-daytime palette; Blasted Lands authors cloud density 0.85, so the cloud gradient IS the sky there, and sky pixels go `rgb(255,255,255)` → `rgb(145,55,25)` while the terrain control stays bit-identical and the blessed capture sweep holds MAE 0.000
- an NPC you interact with turns to face you and holds the bearing while the window is open — client-side, a per-frame facing-goal chain whose smoother halves the remaining angle each frame (π settles in 8–9 frames); the server sends nothing, and a patrolling guard or a creature in combat is unaffected
- sending a chat line plays the talk gesture, like every 1.12 client: a say reads its last byte (`?` question, `!` exclamation, else talk), a yell always shouts, a laugh-word laughs — five gestures resolved from Emotes.dbc flag bits, and talking stows a drawn weapon
- a standing capture viewpoint pins the Tainted Scar sky for regression
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the Tainted Scar sky reads its dark red overcast instead of almost pure white: a light-band row with no keyframes now commits the client's own constant — black for colour rows, +0.0 for scalars — instead of an invented neutral-daytime palette; Blasted Lands authors cloud density 0.85, so the cloud gradient IS the sky there, and sky pixels go `rgb(255,255,255)` → `rgb(145,55,25)` while the terrain control stays bit-identical and the blessed capture sweep holds MAE 0.000
- an NPC you interact with turns to face you and holds the bearing while the window is open — client-side, a per-frame facing-goal chain whose smoother halves the remaining angle each frame (π settles in 8–9 frames); the server sends nothing, and a patrolling guard or a creature in combat is unaffected
- sending a chat line plays the talk gesture, like every 1.12 client: a say reads its last byte (`?` question, `!` exclamation, else talk), a yell always shouts, a laugh-word laughs — five gestures resolved from Emotes.dbc flag bits, and talking stows a drawn weapon
- a standing capture viewpoint pins the Tainted Scar sky for regression
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the addon line's folder is corrected to `benilla-config/AddOns/` beside the executable — the name `local_state` actually uses, not the decision record's original
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the addon line's folder is corrected to `benilla-config/AddOns/` beside the executable — the name `local_state` actually uses, not the decision record's original
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the README's addon line names the real folder — `benilla/AddOns/` beside the executable, the one local-state folder everything else of benilla's lives in — not the install's `Interface/AddOns`
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the README's addon line names the real folder — `benilla/AddOns/` beside the executable, the one local-state folder everything else of benilla's lives in — not the install's `Interface/AddOns`
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the "Not built yet" paragraph catches up with the last two weeks: guilds, the pet bar, fishing, the dressing room, macros and key bindings are in, and the list is now battlegrounds and honor, the auction house, and the unfinished half of addon support
- third-party addons are stated as partial: AtlasLoot and Bagnon run, and the addon API fills in as more addons are tried
- the UI line names the guild, macro and key-binding windows among the classic windows it drives
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the "Not built yet" paragraph catches up with the last two weeks: guilds, the pet bar, fishing, the dressing room, macros and key bindings are in, and the list is now battlegrounds and honor, the auction house, and the unfinished half of addon support
- third-party addons are stated as partial: AtlasLoot and Bagnon run, and the addon API fills in as more addons are tried
- the UI line names the guild, macro and key-binding windows among the classic windows it drives
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- a fix16 animation key is signed: Zul'Farrak's troll gate was drawing its burnt twin inside the intact one (a −1.0 key read as +1.0, so the cull never fired) — 24 two-state models stop showing both states, 65 fade curves lose an over-bright tail
- a GameObject is placed by its quaternion, not its facing: the Ravenwind arm of the Feralas signpost comes down from mid-air onto the post, and 1,411 visible spawns — 123 of them chairs — take their authored tilt; the inspector shows it
- sitting in a chair holds: a jumpless fall puts nothing on the wire until it lands and heartbeats on the ordinary 500 ms deadline, so the stalled frames inside the chair's collider no longer send the moving flag that stood you back up; and the use cursor greys past the chair's own 3.0 yd reach
- README's "Not built yet" catches up: guilds, the pet bar, fishing, the dressing room, macros, key bindings and addons are in
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- a fix16 animation key is signed: Zul'Farrak's troll gate was drawing its burnt twin inside the intact one (a −1.0 key read as +1.0, so the cull never fired) — 24 two-state models stop showing both states, 65 fade curves lose an over-bright tail
- a GameObject is placed by its quaternion, not its facing: the Ravenwind arm of the Feralas signpost comes down from mid-air onto the post, and 1,411 visible spawns — 123 of them chairs — take their authored tilt; the inspector shows it
- sitting in a chair holds: a jumpless fall puts nothing on the wire until it lands and heartbeats on the ordinary 500 ms deadline, so the stalled frames inside the chair's collider no longer send the moving flag that stood you back up; and the use cursor greys past the chair's own 3.0 yd reach
- README's "Not built yet" catches up: guilds, the pet bar, fishing, the dressing room, macros, key bindings and addons are in
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- a panning UI batch rides its Transform instead of rewriting its mesh, minimap tiles emit unclipped (the mask shader already zeroes the corners), and the blip layer's origin snaps to half a logical pixel — steady UI mesh writes while moving drop from ~183/s to 10–14/s, and three minimap quads stop arming change detection over ~40k world meshes
- the classify twin GC comes off the despawn edge: a part despawn schedules the full walk behind a 2 s deadline instead of running it that frame — 12–22 full walks a second while walking, gone
- the walking tax measured and banded at Goldshire: parked 10.7 → moving 14.1 ms/frame of process CPU, ~+2.5 after the two fixes above
- WOW_PART_CHURN and WOW_MESH_HOLDERS count part spawn/despawn frames and name which entities hold a churning mesh; the capture rig's `at:` pin learns a facing
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- a panning UI batch rides its Transform instead of rewriting its mesh, minimap tiles emit unclipped (the mask shader already zeroes the corners), and the blip layer's origin snaps to half a logical pixel — steady UI mesh writes while moving drop from ~183/s to 10–14/s, and three minimap quads stop arming change detection over ~40k world meshes
- the classify twin GC comes off the despawn edge: a part despawn schedules the full walk behind a 2 s deadline instead of running it that frame — 12–22 full walks a second while walking, gone
- the walking tax measured and banded at Goldshire: parked 10.7 → moving 14.1 ms/frame of process CPU, ~+2.5 after the two fixes above
- WOW_PART_CHURN and WOW_MESH_HOLDERS count part spawn/despawn frames and name which entities hold a churning mesh; the capture rig's `at:` pin learns a facing
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the perf pill is ~25 quads on the player-UI pass — `{fps} fps {cpu} ms` and nothing else — so the egui lane sleeps whenever no dev panel is open, instead of the collapsed pill paying ~1 ms for egui's whole per-frame train
- the pill is the whole HUD: the expanded readout, the spike arrow and the spike-detection engine behind it are removed; a >250 ms hitch still logs
- WOW_CPU_CENSUS=<at>:<secs> — a per-thread CPU census that sums to the process total exactly, user/sys split; in Lower Blackrock Spire the main thread is ~41% of ~14.5 ms, the render thread ~17%, the compute pool ~25%, Metal's own workers ~12%
- the object field store goes flat: the wire's presence mask plus a dense value array replace a BTreeMap, so 5–10k descriptor probes a frame are two array indexings — the main thread ~0.5 ms/frame lighter at the same pin
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the perf pill is ~25 quads on the player-UI pass — `{fps} fps {cpu} ms` and nothing else — so the egui lane sleeps whenever no dev panel is open, instead of the collapsed pill paying ~1 ms for egui's whole per-frame train
- the pill is the whole HUD: the expanded readout, the spike arrow and the spike-detection engine behind it are removed; a >250 ms hitch still logs
- WOW_CPU_CENSUS=<at>:<secs> — a per-thread CPU census that sums to the process total exactly, user/sys split; in Lower Blackrock Spire the main thread is ~41% of ~14.5 ms, the render thread ~17%, the compute pool ~25%, Metal's own workers ~12%
- the object field store goes flat: the wire's presence mask plus a dense value array replace a BTreeMap, so 5–10k descriptor probes a frame are two array indexings — the main thread ~0.5 ms/frame lighter at the same pin
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
- 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>
- the paper doll and the character-select stage animate again: a staged rig is fenced off the world's frustum parker, which had been freezing every booth half a second after its bake
- the char-select plaza stops pulsing dark and bright after a geared relog: the off-world lane now carries its authored batch order, so a ground decal and the street under it stop swapping on a sort tie re-broken every frame
- the perf HUD goes on a diet: two small numbers and a bare arrow, drawn from a 4 Hz snapshot instead of the live meters
- a missing file in a player's addon manifest logs WARN, not ERROR — a broken third-party package is the addon's defect, not the client's
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the paper doll and the character-select stage animate again: a staged rig is fenced off the world's frustum parker, which had been freezing every booth half a second after its bake
- the char-select plaza stops pulsing dark and bright after a geared relog: the off-world lane now carries its authored batch order, so a ground decal and the street under it stop swapping on a sort tie re-broken every frame
- the perf HUD goes on a diet: two small numbers and a bare arrow, drawn from a 4 Hz snapshot instead of the live meters
- a missing file in a player's addon manifest logs WARN, not ERROR — a broken third-party package is the addon's defect, not the client's
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the paper doll joins the collapsed rig lane and its body panes render every other frame while open, the pose still evaluating at full rate (boothHalfRate CVar) — the open character window's cost at Goldshire ~+2.7 → ~+1.0 ms
- the parked frame's idle diet: avian's dynamics pipeline goes (the world has zero dynamic bodies), the hidden dev overlay stops drawing an empty pass, and a unit's swim state is re-checked only when it moved — 12.8–13.3 → 12.0 ms parked at Goldshire
- the UI tick stops sweeping the whole frame arena three times over: OnUpdate frames and the message and cooldown kinds live on registries kept at their one write site — idle tick 530 → ~195 µs a frame
- the WOW_MEGA_STATIC bracket retires, past its recorded condition now that the retained pass carries its own
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the paper doll joins the collapsed rig lane and its body panes render every other frame while open, the pose still evaluating at full rate (boothHalfRate CVar) — the open character window's cost at Goldshire ~+2.7 → ~+1.0 ms
- the parked frame's idle diet: avian's dynamics pipeline goes (the world has zero dynamic bodies), the hidden dev overlay stops drawing an empty pass, and a unit's swim state is re-checked only when it moved — 12.8–13.3 → 12.0 ms parked at Goldshire
- the UI tick stops sweeping the whole frame arena three times over: OnUpdate frames and the message and cooldown kinds live on registries kept at their one write site — idle tick 530 → ~195 µs a frame
- the WOW_MEGA_STATIC bracket retires, past its recorded condition now that the retained pass carries its own
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the eight heaviest UI feeds — spellbook, party, character, bags, talents, units, pet, player — rebuild only when an input moved instead of every frame: 216 → 12 µs a frame parked
- the character window's cost settles once it closes: enchant countdowns feed by the second instead of firing an inventory event into all 20 slots every frame, the paper-doll booth parks with its camera, and a window hidden under the cursor fires OnLeave so its tooltip goes with it — the reference's hover-hide law
- the walk stops paying for finished work: the loading-screen tally's per-placement walk latches off once the world is ready, the settled placement spawner is one integer compare, and billboards stop dirtying every card's transform
- never-rendering hierarchy nodes — rig anchors, joints, doodad hosts — keep the hide chain but leave the per-camera visibility sweep: 25,198 → 18,026 swept entities at Goldshire
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the eight heaviest UI feeds — spellbook, party, character, bags, talents, units, pet, player — rebuild only when an input moved instead of every frame: 216 → 12 µs a frame parked
- the character window's cost settles once it closes: enchant countdowns feed by the second instead of firing an inventory event into all 20 slots every frame, the paper-doll booth parks with its camera, and a window hidden under the cursor fires OnLeave so its tooltip goes with it — the reference's hover-hide law
- the walk stops paying for finished work: the loading-screen tally's per-placement walk latches off once the world is ready, the settled placement spawner is one integer compare, and billboards stop dirtying every card's transform
- never-rendering hierarchy nodes — rig anchors, joints, doodad hosts — keep the hide chain but leave the per-camera visibility sweep: 25,198 → 18,026 swept entities at Goldshire
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the sun flare's terrain-occlusion march re-prices 2 grid cells a frame instead of 768 height queries, the retained pass's published regions go behind an Arc instead of two memcpys, and a unit's splash line is re-read only when its pose changed — −0.66 ms parked at Goldshire, pixels bit-identical
- PostUpdate and the render extract schedule run single-threaded by default — ~620 mostly no-op systems were paying the multi-threaded dispatch premium — −0.90 ms parked at Goldshire, −0.8 walking in Lower Blackrock Spire; WOW_MT_POSTUPDATE and WOW_MT_EXTRACT are the levers back
- GltfPlugin, AntiAliasPlugin and GilrsPlugin leave the boot — machinery for types nothing makes, 31 systems a frame fewer
- WOW_SCHED_CENSUS lists every schedule's systems with their executor-relevant flags, both worlds — the inventory the flips were priced against
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the sun flare's terrain-occlusion march re-prices 2 grid cells a frame instead of 768 height queries, the retained pass's published regions go behind an Arc instead of two memcpys, and a unit's splash line is re-read only when its pose changed — −0.66 ms parked at Goldshire, pixels bit-identical
- PostUpdate and the render extract schedule run single-threaded by default — ~620 mostly no-op systems were paying the multi-threaded dispatch premium — −0.90 ms parked at Goldshire, −0.8 walking in Lower Blackrock Spire; WOW_MT_POSTUPDATE and WOW_MT_EXTRACT are the levers back
- GltfPlugin, AntiAliasPlugin and GilrsPlugin leave the boot — machinery for types nothing makes, 31 systems a frame fewer
- WOW_SCHED_CENSUS lists every schedule's systems with their executor-relevant flags, both worlds — the inventory the flips were priced against
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the retained pass pays its churn debts: one shared texture-array pool with each layer encoded once, re-bakes that wait for a quiet window, killed placements leaving the draw runs — VRAM flat at 76 MB parked at Goldshire where it had climbed past 127, GPU 4.2 → 2.0 ms
- a building's furniture joins the pass in its own per-building region, so a prop's arrival never re-bakes the walls — submeshes 28,367 → 7,747 at the Stormwind gates, and Lower Blackrock Spire reads its first win, −0.37 ms
- WOW_STATIC_GX defaults on: negative at all four pins, −1.36 ms walking at Goldshire and −0.76 at the Stormwind gates; WOW_STATIC_GX=0 restores the entity path byte-for-byte
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the retained pass pays its churn debts: one shared texture-array pool with each layer encoded once, re-bakes that wait for a quiet window, killed placements leaving the draw runs — VRAM flat at 76 MB parked at Goldshire where it had climbed past 127, GPU 4.2 → 2.0 ms
- a building's furniture joins the pass in its own per-building region, so a prop's arrival never re-bakes the walls — submeshes 28,367 → 7,747 at the Stormwind gates, and Lower Blackrock Spire reads its first win, −0.37 ms
- WOW_STATIC_GX defaults on: negative at all four pins, −1.36 ms walking at Goldshire and −0.76 at the Stormwind gates; WOW_STATIC_GX=0 restores the entity path byte-for-byte
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- behind WOW_STATIC_GX=1, never-fade doodads leave the per-entity renderer for one cross-material draw per 133-yard cell, pixel-identical to the entity path at the 1/255 floor
- WMO group geometry joins the pass with the portal flood as CPU range selection — in Lower Blackrock Spire the entity lane's WMO draws drop 33 → 0, no leak
- the fading doodads ride it too: a doodad inside its feather band is punched out of the retained draw and respawned as an ordinary entity, so the fade is the current look by construction
- correctness banked, performance not yet: the first legs read +2.36 ms at the Stormwind gates and +7.27 parked at Goldshire — per-cell texture arrays rebuilt on every re-bake are the priced cost, WOW_GX_PERF=1 meters the lane
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- behind WOW_STATIC_GX=1, never-fade doodads leave the per-entity renderer for one cross-material draw per 133-yard cell, pixel-identical to the entity path at the 1/255 floor
- WMO group geometry joins the pass with the portal flood as CPU range selection — in Lower Blackrock Spire the entity lane's WMO draws drop 33 → 0, no leak
- the fading doodads ride it too: a doodad inside its feather band is punched out of the retained draw and respawned as an ordinary entity, so the fade is the current look by construction
- correctness banked, performance not yet: the first legs read +2.36 ms at the Stormwind gates and +7.27 parked at Goldshire — per-cell texture arrays rebuilt on every re-bake are the priced cost, WOW_GX_PERF=1 meters the lane
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- every run now merges the static world: never-fade doodads and interior props bake into per-cell blobs, −0.42 ms at the Stormwind gates and ~−0.2 at Goldshire; WOW_STATIC_MERGE=0 opts out
- the fading doodads stay individual — one translucent draw per cell depth-killed whatever feathered behind it, the lamppost popping in behind a Goldshire fence — and WOW_MERGE_FADERS=1 keeps the dev lane
- merged blobs sort at their own centre instead of the world origin, and their pipeline variants pre-warm so no blob compiles live mid-walk and steps the fade
- roaming converges on the parked shape: a quiet cell re-bakes its fragments into one blob, and a doodad straddling two tiles hands off to a loaded neighbour when its owner tile unloads
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- every run now merges the static world: never-fade doodads and interior props bake into per-cell blobs, −0.42 ms at the Stormwind gates and ~−0.2 at Goldshire; WOW_STATIC_MERGE=0 opts out
- the fading doodads stay individual — one translucent draw per cell depth-killed whatever feathered behind it, the lamppost popping in behind a Goldshire fence — and WOW_MERGE_FADERS=1 keeps the dev lane
- merged blobs sort at their own centre instead of the world origin, and their pipeline variants pre-warm so no blob compiles live mid-walk and steps the fade
- roaming converges on the parked shape: a quiet cell re-bakes its fragments into one blob, and a doodad straddling two tiles hands off to a loaded neighbour when its owner tile unloads
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- behind WOW_STATIC_MERGE=1, never-fade doodads, fading doodads and interior props bake into one mesh per 133-yard cell and material — −0.99 ms at the Stormwind gates, a wash in Lower Blackrock Spire, GPU flat
- the merged faders fade in-shader on the reference's own fading draw state, so the ramp is as smooth as an individual doodad's
- interior props carry their light-probe slot per vertex, and the arrival cover waits for every unbaked blob so a reveal never shows a hole
- a merge census (WOW_MERGE_CENSUS=1) prices each population before it is built — WMO group geometry merges nothing and stays individual
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- behind WOW_STATIC_MERGE=1, never-fade doodads, fading doodads and interior props bake into one mesh per 133-yard cell and material — −0.99 ms at the Stormwind gates, a wash in Lower Blackrock Spire, GPU flat
- the merged faders fade in-shader on the reference's own fading draw state, so the ramp is as smooth as an individual doodad's
- interior props carry their light-probe slot per vertex, and the arrival cover waits for every unbaked blob so a reveal never shows a hole
- a merge census (WOW_MERGE_CENSUS=1) prices each population before it is built — WMO group geometry merges nothing and stays individual
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- water and lava keep time in the shader: the 24 Hz CPU tick that re-uploaded every liquid material is gone, −0.28 ms at the Stormwind gates, and lava scrolls smoothly instead of stepping
- static transform tracking is pinned on — the adaptive check spent two full scans a frame to say yes in a world where movers are 1–3% of the rows
- WOW_MEGA_STATIC merges static geometry per material and 133-yard cell — an experiment lever, priced at −1.15 ms CPU for +0.3 ms GPU at the Stormwind gates
- WOW_GPU_MS times the whole frame on the GPU and reads 2.2 ms against 17.4 CPU at the Stormwind gates: the frame is CPU-bound, so the work ahead is on the CPU side
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- water and lava keep time in the shader: the 24 Hz CPU tick that re-uploaded every liquid material is gone, −0.28 ms at the Stormwind gates, and lava scrolls smoothly instead of stepping
- static transform tracking is pinned on — the adaptive check spent two full scans a frame to say yes in a world where movers are 1–3% of the rows
- WOW_MEGA_STATIC merges static geometry per material and 133-yard cell — an experiment lever, priced at −1.15 ms CPU for +0.3 ms GPU at the Stormwind gates
- WOW_GPU_MS times the whole frame on the GPU and reads 2.2 ms against 17.4 CPU at the Stormwind gates: the frame is CPU-bound, so the work ahead is on the CPU side
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- a text write names its own label, so the per-frame measure sweep drains a short ledger instead of hashing every font string twice — ~0.3 ms a frame at the Stormwind gates, gone
- the idle interface tick stops re-writing settled state: buff durations and the weapon-enchant frame write only on change, and the fade and unit-popup drivers park until woken
- the interface extract skips a hidden region before cloning its row, not after
- WOW_UPLOAD_BUDGET=<MB> brackets the arrival burst's upload pacing — a lever for measuring world entry, not a fix yet
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- a text write names its own label, so the per-frame measure sweep drains a short ledger instead of hashing every font string twice — ~0.3 ms a frame at the Stormwind gates, gone
- the idle interface tick stops re-writing settled state: buff durations and the weapon-enchant frame write only on change, and the fade and unit-popup drivers park until woken
- the interface extract skips a hidden region before cloning its row, not after
- WOW_UPLOAD_BUDGET=<MB> brackets the arrival burst's upload pacing — a lever for measuring world entry, not a fix yet
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Blackrock Mountain's lava bubbles animate at last: their sprite's flip-book channel was baked from a sequence they never play — UV and tint loops now bake per sequence, and a placement whose sequences disagree gets its own material
- a bonfire's logs were vanishing while its flame burned on: a body planted just under its own floor now claims the room above it, and the flame card and fire sound follow the body's cull instead of outliving it
- a WMO prop's animation host stops being cull-tested as an object in its own right
- WOW_TILE_RADIUS's doc now states its real default, 2, and why
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Blackrock Mountain's lava bubbles animate at last: their sprite's flip-book channel was baked from a sequence they never play — UV and tint loops now bake per sequence, and a placement whose sequences disagree gets its own material
- a bonfire's logs were vanishing while its flame burned on: a body planted just under its own floor now claims the room above it, and the flame card and fire sound follow the body's cull instead of outliving it
- a WMO prop's animation host stops being cull-tested as an object in its own right
- WOW_TILE_RADIUS's doc now states its real default, 2, and why
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- UBRS's Rookery eggs hatch on approach now: the trap's despawn-anim packet was silently dropped and the entity freed the instant the destroy landed — the packet is parsed, and the reference's refcount pin holds the egg alive through its 2.7 s burst before it goes
- the AQ drakes' crawl is the server's doing: vmangos flies cyclic paths at walk speed, and the client's ride measures exact against the wire — the motion is inspectable now, down to a per-spline trace
- the chat bubble sits at the height 1.12 gives it: a latched constant from the model's stand box, replacing the posed-attachment anchor the RE just refuted
- the trigger-creature render gate folds back from the binary, byte citations corrected
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- UBRS's Rookery eggs hatch on approach now: the trap's despawn-anim packet was silently dropped and the entity freed the instant the destroy landed — the packet is parsed, and the reference's refcount pin holds the egg alive through its 2.7 s burst before it goes
- the AQ drakes' crawl is the server's doing: vmangos flies cyclic paths at walk speed, and the client's ride measures exact against the wire — the motion is inspectable now, down to a per-spline trace
- the chat bubble sits at the height 1.12 gives it: a latched constant from the model's stand box, replacing the posed-attachment anchor the RE just refuted
- the trigger-creature render gate folds back from the binary, byte citations corrected
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the pale lines through the speech bubble were its backdrop atlas bleeding across its own slices under magnification; the slices now inset, verified per row against the real backdrop bytes
- a bubble that never appears can say why: all seven silent refusals report themselves under the bubble trace
- the invisible trigger creature goes invisible at last — there is no server flag to consume; its model is authored empty, and the black slab people kept meeting was our own placeholder cube. a display that names a model now draws exactly what that model builds, including nothing
- a census probe lists which streamed entities are standing as placeholder cubes, and on which displays
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>