Commit Graph
1685 Commits
Author SHA1 Message Date
Sam SungandClaude Sonnet 5.5 d65fd19095 OnClick fires on release while the button is still PUSHED, as in 1.12.1 (#923)
A Button release un-pushed the button before `OnMouseUp` and `OnClick` ran, so both read NORMAL. A plain click on a floating chat tab then took the pick-up branch and left the window following the cursor.

In the reference, the mouse-up handler fires `OnMouseUp` first, then reads the state: a PUSHED button with the cursor inside it and the Up registration fires `OnDoubleClick` or `OnClick`, and only then is it set NORMAL, unless locked. A failed gate still un-pushes; an `OnMouseUp` that un-pushes cancels the click.

The release now runs that order after `OnMouseUp`, with the started-drag skip kept.

Tests read the state inside each handler and drive the stock chat tab.

Fixes #699

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-12 01:52:46 +07:00
Sam SungandClaude Opus 5.5 ff3d15b132 The tick drains the layout around the walk; size gates in layout units (#922)
The tick ran the OnUpdate walk without resolving the layout around it, so a resize made in an event handler fired `OnSizeChanged` after the walk, and some walk slots resolved on their own to compensate. Separately, `OnSizeChanged` gated on 2⁻²² in benilla's units, and an emptied FontString kept its old measured box in the incremental layout.

In the reference, the pump drains the layout queue before the walk and again after it, each drain firing `OnSizeChanged`, then re-picks the hover. ApplyRect compares sizes against 2⁻²² in its own units, where the screen diagonal is 1.

The tick now drains before and after the walk and drops the stand-in resolves. Size gates scale 2⁻²² by the layout unit, and a FontString's text going empty or back names it on the layout when its node changes.

Tests pin each.

Fixes #912
Fixes #741
Fixes #914
Fixes #911

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 01:46:42 +07:00
Sam SungandClaude Sonnet 5.5 935b465c76 Button state textures have one shown bit; widget setters take 1.12 forms (#917)
A Button state texture's visibility was kept apart from its region's shown bit, so a script `Show()` on a non-current state texture drew nothing. The bar, thumb and ColorSelect setters took a colour form and accepted arguments the reference rejects, the loader built their textures from `file=` or `<Color>` alone, and a bar texture answered nil to `GetTexCoordModifiesRect`.

In the reference, a region has one shown bit that `Show`, `Hide` and the state switch all write. The setters fork on object, path, nil or usage. The loader builds each widget texture as a full Texture element, and installing a bar texture sets its texcoord flag and gives it all points.

All of these now match: one shown bit, the reference's argument forms, full-element textures with their names and texcoords, and no tint without a bar.

Tests pin each.

Fixes #909
Fixes #908
Fixes #575

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-12 01:21:22 +07:00
Sam SungandClaude Opus 5.5 fa5568dcdc Creating or freeing a frame or region re-derives only what it touches (#915)
Any write that changed the layout graph's roster (a frame or region created, freed, re-owned or re-pointed) made the next resolve derive the whole graph: about 1.35 ms for one `CreateTexture` or `CreateFrame` on the stock UI, against 0.05 ms for a no-op.

A write now names the nodes it touched, and the resolve re-derives just those in the cached graph: a joining node is added with its edges, a leaving one is removed and its dependents seeded, a staying one has its edges and inputs re-synced. The full derivation stays the fallback. A region's owner and an art change are now layout inputs that name their region. Verify now also compares the graph itself.

A randomized test checks rects and graph against a scratch solve after every batch of creates, frees, re-owns and re-anchors. `CreateTexture` now costs 0.14 ms, `CreateFrame` 0.15 ms, a backdrop rebuild 0.22 ms.

Fixes #903

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 01:05:23 +07:00
Sam SungandClaude Opus 5.5 55729baff9 Message fades and scroll ranges run in the walk; OnUpdateModel gates (#913)
Hidden chat frames kept fading their lines, a scroll frame recomputed its range on every read and fired `OnScrollRangeChanged` on every `UpdateScrollChildRect`, hidden or not, and `OnUpdateModel` fired for panes with no size or off screen.

In the reference, each of these runs in the frame's own update slot, only while shown: message frames trim and fade there; a scroll frame recomputes a range its writers marked, stores it and notifies only on a real move. The model paint fires only for a resolved rect whose screen-clamped viewport has size.

Message frames and scroll frames are now walk kinds, the range is stored and marked, and the paint applies the rect and viewport gates. benilla's options scroll measures its body's own overhang.

Tests pin the hidden fades, the stored range and its notify, and the paint gates.

Fixes #182
Fixes #175
Fixes #892

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 00:25:14 +07:00
Sam SungandClaude Sonnet 5.5 016f08b56f A texture handed to a widget's setter moves in on the setter's layer (#910)
A texture object handed to a widget's texture setter stayed on its old frame and layer: Button and CheckButton slots only stored it, and StatusBar, Slider and ColorSelect ignored a texture object altogether.

In the reference, each setter deletes the slot's old texture and re-links the new one into the widget: Button states on ARTWORK, the highlight on HIGHLIGHT with its blend, checked textures, thumbs and markers on OVERLAY, the bar on the given layer. The link writes the texture's shown bit, and the old parent's removal hook runs. Thumbs and markers lose their anchors.

All these setters now go through one install that re-links through the region owner path and writes the shown bit; a non-current state texture answers `IsShown()` nil until its state comes, and the raise texts are the client's.

Tests cover each setter, both shown-bit directions and the backdrop teardown.

Fixes #902

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-12 00:12:55 +07:00
Sam SungandClaude Opus 5.5 0df676394e GameTooltip's fade, owner and health bar follow the 1.12.1 lifecycle (#907)
GameTooltip's lifecycle took shortcuts the reference does not: a 0.5 s linear fade armed once, a fade cancelled by new lines, cursor-anchored plates that faded instead of hiding, a SetOwner that never hid first, the last anchor kept after a hide, and a health bar shown and hidden without its handlers.

In the reference, FadeOut re-arms a 2 s countdown that holds full alpha for half and then ramps, or hides at once at the cursor anchor. Only the owner core, the show and FadeOut write the fade. SetOwner runs the tooltip's own hide first. The un-own leaves ANCHOR_NONE. The clear hides the bar through its own transition.

Every builder, verb and world or minimap seat now goes through these functions; an uncached item hides and un-owns as in the reference.

Tests pin each of these.

Fixes #889
Fixes #134
Fixes #896
Fixes #893
Fixes #895
Fixes #843

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 23:33:17 +07:00
Sam SungandClaude Sonnet 5.5 b63d6e3609 A raise's level compaction stops at the stratum's visible high-water (#906)
A raise's level compaction counted and packed every level any frame of the stratum held, hidden or shown, so a frame given a high level while hidden was pulled down and later showed under a dialog it should cover.

In the reference, each stratum keeps a level bound that grows only when a visible frame links into a level, and the compaction examines and moves only the levels below it, then sets the bound to its count, which the raised frame takes. A frame above the bound keeps its level.

The arena now keeps that bound per stratum, grown on every visible link and set by the compaction, which packs only below it.

Tests cover the hidden frame above the bound and a high show raising the bound for the next raise.

Fixes #885

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-11 23:25:49 +07:00
Sam SungandClaude Opus 5.5 4e0011bdd7 Backdrop pieces are nine Texture regions on the frame, as in 1.12.1 (#905)
A backdrop was data drawn in the frame's own slot, so `GetRegions` and `GetNumRegions` never saw its pieces, and addons that skin by walking a frame's regions missed them.

In the reference, installing a backdrop creates nine Texture regions on the frame: the background on BACKGROUND, then eight border pieces on BORDER, linked into its region list in that order. A resize re-runs their texcoords and colours, and the colour setters tint the background or the border alone.

The pieces are now real regions, drawn through the region path, so edges draw over another frame's BACKGROUND at the same level. `<Layers>` and `<Backdrop>` load in document order. A region leaving its parent empties any Button, CheckButton, StatusBar, Slider or ColorSelect slot holding it, and a dead layout node now seeds only its dependents.

Tests pin the order, colours, resize, teardown and stock quads.

Fixes #883

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 23:10:33 +07:00
Sam SungandClaude Opus 5.5 9be2802f39 Flag predicates answer 1 or nil, and the gate now sees them all (#904)
Fourteen bindings answered Lua `true`/`false` where 1.12.1 pushes the number 1 or nil: the loot slot, resurrect and distance predicates, the talent flags (`isExceptional` read 0, which is true, for every ordinary talent), the cursor predicates, and `GetLootRollItemInfo`'s bind flag, whose count also echoed the stack size where the reference answers 1. `GetRepairAllCost` returned two values with no vendor open, and `GetLootRollItemInfo` a sixth value.

The reference pushes 1 or nil for each and returns exactly the values its catalogue row records.

All of them now answer through `binding_abi::flag`, and `GetRepairAllCost` answers the one value 0 unless a repairing merchant is open. The boolean gate, which missed these, now probes every row whose kinds are nil or number whatever its name or arity confidence, over seeded talent and roll state.

The widened gate fails on the parent for all fourteen.

Fixes #159
Fixes #900

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-11 23:02:34 +07:00
Sam SungandClaude Sonnet 5.5 a1130c693a Mouse disable drops the press; a chorded press goes to the held frame (#899)
`EnableMouse(false)` only flipped the bit, so a frame disabled while pressed still got OnMouseUp and OnDragStart, and a hovered one kept its hover. A second mouse button pressed while one was held fired on the frame under the cursor rather than the held one.

In the reference, a mouse disable on a visible frame runs the same removal a hide does: the capture and the press drop, the hover ends with OnLeave at once. The down handler takes the held capture first and fires there, and a Button clicks on release only while PUSHED and with the cursor inside its own rect.

`EnableMouse` now runs that shared removal, the drag arm included. Presses go to the capture when one is held, and the Button release tests pushed and inside rather than topmost.

Tests cover a disable while pressed or hovered, chorded presses and the release gate.

Fixes #886
Fixes #887

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-11 22:37:01 +07:00
Sam SungandClaude Opus 5.5 07d8c8d4cf Kind updates run in the frame's walk slot; OnUpdateModel in draw order (#897)
The tooltip fade, a model's animation clock and its OnAnimFinished ran after the whole OnUpdate walk, and OnUpdateModel fired in creation order. A tooltip hidden through its parent also kept its owner and fade.

In the reference, the walk makes one call per frame: its OnUpdate, then its kind's engine update (a tooltip's fade step, a model pane's clock and completion test). OnUpdateModel fires later, from the paint, in draw order. A tooltip's own hide and show run from any caller, its parent's cascade included: the hide un-owns and clears it; the show needs an owner.

The walk now runs a per-kind update in each frame's slot, OnUpdateModel fires per stratum in draw order after the hover re-pick, and show and hide dispatch to a kind's override. CharacterModelBase's override is left for #890.

Tests pin each order and a parent's hide and show.

Fixes #861
Fixes #863
Fixes #864

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 22:20:26 +07:00
Sam SungandClaude Sonnet 5.5 46512dc5b5 A ScrollFrame builds its ScrollChild before its Frames and OnLoad (#894)
A ScrollFrame built its `<ScrollChild>` after its `<Frames>` children and so after their OnLoads: under a scroll frame template, the template's scroll bar loaded before the instance's scroll child, and an OnLoad that read the other frame saw it unbuilt.

In the reference, the ScrollFrame's load runs the base load, then builds the scroll child with its whole lifecycle and its own OnLoad, then stores it as the scroll child, all before the post-load hook builds `<Frames>` and fires the ScrollFrame's OnLoad. A template's scroll child is built at the template's level, ahead of the instance's, which wins.

The loader now builds `<ScrollChild>` in that place, on the one path XML and `CreateFrame` share, and only for a ScrollFrame.

Tests cover the order directly, through a template, and with a scroll child in both template and instance.

Fixes #846

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-11 22:11:58 +07:00
Sam SungandClaude Opus 5.5 de17e48247 A level compaction relinks the moved frames in creation order (#891)
Raising an overlapped toplevel frame compacts its stratum's levels, and benilla wrote the new levels directly, so the moved frames kept their old link order: which of two frames on one level draws on top, takes the click and runs its OnUpdate first did not change as in 1.12.1.

The reference's compaction moves each frame of a shifted level through the non-propagating level setter, levels from the bottom and each in creation order, and the setter relinks a visible frame at its level's tail. So a shifted level's visible frames end in creation order.

Compaction now moves each frame through `set_frame_level` the same way, in that order; frames carry a creation stamp, since arena order is not creation order once a slot is reused.

Tests cover the relink order, the swapped draw and hit order after a raise, and a mid-walk raise.

Fixes #862

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 21:58:46 +07:00
Sam SungandClaude Sonnet 5.5 481cc8870e A hide drops the press and capture; only a mouse frame's show re-picks (#888)
A frame hidden while a button was pressed on it still got OnMouseUp on the release, and its stale capture aimed the next chorded press at it. And showing any frame, even one that takes no mouse input, scheduled a hover re-pick, so a still cursor could fire OnEnter or OnLeave a tick early.

In the reference, the hide's input-index removal clears the capture slot when it holds the hidden frame, and the release goes only to the capture, so it reaches no one. The hover re-pick is armed only when a show inserts a frame into the mouse index.

The hide now drops the capture and the pressed frame; the release then runs nothing, no world click either. A show arms the re-pick only for a frame that takes the mouse.

Tests cover hides while pressed and shows with and without mouse input.

Fixes #844
Fixes #845

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-11 21:50:57 +07:00
Sam SungandClaude Opus 5.5 c0630f3d9d check.sh and gates.sh report every failing test, not the first crate's (#869)
`cargo test` stops at the first test binary that fails, so a red `scripts/check.sh` or gate run showed one crate's failures and hid the rest: the next run found more. Both scripts now pass `--no-fail-fast`, so one run reports every failing test across the workspace. The exit status is unchanged: any failure still fails the step.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 19:53:35 +07:00
Sam SungandClaude Opus 5.5 16affa8d45 OnUpdate walks strata, level and link order, as 1.12.1 does (#868)
OnUpdate ran in frame-creation order, from a list built before the walk, so a frame hidden by an earlier handler still updated, and strata and level played no part.

The reference's update walk `0x765650` goes through the nine strata from the bottom, each stratum's levels from 0, and each level's list oldest link first. It saves the next frame before each call, so a hide skips a frame before its turn. A frame linked into the level being walked waits a tick; one linked into a level still ahead runs there.

The walk now follows that order, using the link stamps shows and level changes already keep. It checks each frame at its turn and places frames linked or given an `OnUpdate` mid-walk. An EditBox still flushes right after its own `OnUpdate`.

Tests cover the order, mid-walk hides and shows, and a box's flush.

Fixes #742

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 19:46:15 +07:00
Sam SungandClaude Opus 5.5 c9ddd80342 Script errors reach the error handler bare, as 1.12.1 hands them (#865)
Script errors reached the Lua error handler as mlua's display text: a `runtime error: ` word and a `stack traceback:` block, which overflow the stock `ScriptErrors` dialog. And a raise in a `CreateFrame` template's OnLoad was logged as a warning and never reached the handler at all.

In the reference, handlers run under `lua_pcall` with the error function `0x703b40`, which calls the `seterrorhandler` function with the bare message. `CreateFrame` builds its template through the XML instantiator `0x6ee280`, whose OnLoad runs under that same function (`0x704d50`).

Now every caught error records two texts: the decorated one for benilla's log and the bare message for the handler. A load report pairs the two per row, and `CreateFrame` records its template's errors as script errors.

Tests: the handler hears bare messages from handlers, and a template OnLoad raise reaches it.

Fixes #697
Fixes #859

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-11 19:12:21 +07:00
Sam SungandClaude Opus 5.5 f356e90fe6 Addon files resolve case-insensitively, as on 1.12.1's Windows client (#860)
An addon's Lua and XML files were read with the exact case its `.toc` or `<Script file>` spelt. On a case-sensitive filesystem, Linux's, a file named in another case never loaded: Questie 3.7.1 lists `Astrolabe\Astrolabe.lua` from a folder shipped as `astrolabe`, so `Astrolabe` stayed nil and its OnUpdate raised every frame.

The reference is a Windows client, and every path it opens matches without regard to case. Addon textures and sounds already resolved that way through `loose_addon_file`; addon scripts, XML and `Bindings.xml` now go through the same resolver, and the second, case-sensitive one is gone. The shared resolver also refuses a component the host reads as more than a plain name (a Windows `C:`), so it still cannot leave the AddOns root.

Test: a file asked for in three spellings resolves to the one on disk; it fails without the change on a case-sensitive volume.

Fixes #851

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 18:35:06 +07:00
ff49eb5b8f UNIT_FACTION fires on the faction template's own edge (#858)
A target whose faction template the server swaps live (35 to 14, neither naming a faction group) kept its friendly plate colour: `UNIT_FACTION` fired only when the pvp, FFA, faction-group or tapped state moved.

The reference's per-field watch fires `UNIT_FACTION` on any change of `UNIT_FIELD_FACTIONTEMPLATE`, as it fires `UNIT_FLAGS` for that field. `fire_transitions` now also fires it on the faction template's edge.

Test: `a_live_faction_template_change_recolours_the_target_plate`.

From #855 by @kalistoking, landed here because the fork refuses maintainer pushes.

Co-authored-by: kalistoking <148718830+kalistoking@users.noreply.github.com>

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 17:32:43 +07:00
45da0a0850 Optional feature to enable bevy/dynamic_linking in crates/benilla-app (#853)
- Add bevy/dynamic_linking feature forward for benilla-app for faster dev builds
- bevy_dynamic_linking says the binary starts only through cargo run

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
2026-10-11 17:05:21 +07:00
Sam SungandClaude Opus 5.5 710eb8f531 Dev builds drop ThinLTO; dev and play build dependencies as one unit (#857)
An incremental rebuild of `benilla-app` spent most of its time in ThinLTO: above opt-level 0 rustc runs it over a crate's own codegen units by default, and incremental compilation redoes it whole. `cargo play` already turns it off, which left its dependencies without cross-unit inlining.

`[profile.dev]` now sets `lto = "off"`, and dev and play build dependencies as one codegen unit each.

Measured on an M4 Max, one-constant edit in `benilla-app`, cpu_ms at the leg pin:

| | before | after |
|---|---|---|
| `cargo build -p benilla` | 24.4 s, 5.2 GB | 5.6 s, 2.7 GB |
| `cargo test -p benilla-app --lib --no-run` | 25.8 s, 7.0 GB | 8.3 s, 4.0 GB |
| cold dev build | 5:19 | 4:06 |
| dev cpu_ms | 11.06 | 11.71 |
| play cpu_ms (release: 10.1) | 11.74 | 10.63 |

Release and ship are unchanged.

Fixes #852.

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 14:36:25 +07:00
pkuzicandClaude Opus 5.5 07d16048b2 MONKEY (gfx seam W): retained character wetness is wet on every facing (wet_body); rain keeps the up-facing law
Open graphics, cherry-pickable to lighting together with 517868a2.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 23:33:38 +01:00
pkuzicandClaude Opus 5.5 8d5c76887c MONKEY (gfx seams): per-rig wet surface row + plugin water foam spawn
Seam W: InstanceSurfaceParams (whole_wet, lower_wet, waterline_y, feather) per rig
slot, a 2048-row table in the light buffer, applied in wow_model.wgsl through the
existing wet_surface/wet_sheen (max with rain wetness, opaque/alpha-test + fade
twins only). Zero row = stock image. Self-contained: cherry-pickable to lighting.

Seam F: WaterFoamSpawn message; plugin foam records live in their own 96-record
pool so they never evict or throttle the stock unit wake/ring records.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 23:33:33 +01:00
Paul Marcus K e72e12ddc5 Add Ko-fi funding option for marcusaga 2026-10-10 22:52:12 +01:00
pkuzic f545081e9f MONKEY (planar water): planar replaces screen-space reflections - the Water Reflections option is gone
Owner: planar is cheap enough (~1 ms CPU, GPU about even) to replace SSR outright. High water
always reflects with the planar mirror; the waterReflections cvar, its preset rows, the options
row (EN/RU) and the debug knob are removed. The screen-space march stays only as the mirror's
fallback for water at another height than the mirror plane; WOW_WATER_REFLECT=0 remains a dev
A/B switch.
2026-10-09 19:06:59 +01:00
pkuzic 52bc8e2f94 Merge branch 'gfx/1009-water' into gfx/1009-upstream 2026-10-09 17:34:52 +01:00
pkuzic 8279d3b92d MONKEY (planar water): SSR stretch fixed; planar water reflections (Water Reflections: Screen Space / Planar)
SSR: the march accepted rays up to 2 + 0.1*dist yd behind the scene depth and returned the
bisected pixel unchecked, so rays passing BEHIND a thin dock deck converged on its front
silhouette - a vertical smear. After bisection a hit may now sit at most
0.25 + 1.5%*dist + the last interval behind; deeper = passing behind an occluder, march on.

Planar: liquid/mirror.rs (WaterMirrorPlugin) renders a half-res mirrored camera (oblique
near plane at the water) before the world camera into binding 107; no water, no sun
shadows, no post. The plane is voted by a 7x6 ray fan with hysteresis; water off that
plane fades back to SSR. Cost ~+1 ms CPU, GPU about even (SSR march skipped) -> its own
cvar waterReflections (0 Screen Space / 1 Planar, EN+RU option row), on for High/Ultra.
The High preset (= registered defaults) now carries High water (waterQuality 2); Low and
Medium keep Enhanced. Classic and Enhanced captures byte-identical.
2026-10-09 17:34:52 +01:00
pkuzic 2965d30c57 Merge branch 'gfx/1009-unlit' into gfx/1009-upstream 2026-10-09 17:28:45 +01:00
pkuzic ebd40495d8 Merge branch 'gfx/1009-shadows' into gfx/1009-upstream 2026-10-09 17:28:45 +01:00
pkuzic 1a502177d0 MONKEY (wmo lamp pick): enhanced exterior WMO lamps are ranked at the fragment, not the provoking vertex
The enhanced exterior WMO point-light term evaluated falloff per fragment but used the
flat lamp selection of the provoking vertex (snapped to its 33 yd MCNK cell), so a large
wall or paving triangle took one vertex's whole lamp pool and neighbours differed: long
straight-edged dark wedges on Stormwind's gate ramp and yard walls at dusk/night. Ranks
the closest exterior lamps at the fragment (static_gx + fallback wow_model), shared by
the shadowed and unshadowed evaluations. Classic (all light gains 0) keeps the vertex
pick and its packed frame bits; capture scenarios stormwind-training-yard-*/gate-ramp-*.
2026-10-09 17:28:38 +01:00
pkuzic a3badd0fba MONKEY (mcsh model shade): models drop the MCSH 0.5 sun dim while the world shadow lane replaces the bake
A doodad standing on its own baked terrain shadow (Lakeshire gryphon roosts, most forest
trees) was dimmed twice by day: by the MCSH 0.5 sun band AND by the realtime shadow map,
on ground that no longer shows the bake. wow_model.wgsl and static_gx.wgsl now use
terrain.wgsl's own gate (sh_c16.w, weighted by the sun lane so the bake returns at dusk).
Lane off = reference bits. Capture scenarios lakeshire-statue*/lakeshire-gryphons*,
WOW_CAPTURE_EYE/LOOK/MINUTE re-aim overrides.
2026-10-09 16:53:12 +01:00
pkuzic ee6c76b988 Merge upstream main (samwhosung/benilla c2fc3cf3) into the graphics line
Conflicts: capture fixtures/scenarios (both sides appended: kept both), options_tests
row counts (upstream 80->81 rows: ours 100->101 and 99->100), docs/MAP.md regenerated
with scripts/genmap.sh.
2026-10-09 12:50:37 +01:00
pkuzic fcd4d37a15 MONKEY (r19 F4, lighting): per-frame light scan replaced by a room light index (Naxxramas stutter)
Lighting part of benilla-everwood 736e6a27 (monkey_room_index, global_light, static_gx shortlist).

(cherry picked from commit 736e6a27, capture + physics hunks omitted)
2026-10-09 12:44:04 +01:00
pkuzic 78a23dc446 MONKEY (r19, Brill interior light): strict room-visibility test for the torch shell in static_gx
Shader part of benilla-everwood 20e19334 (the rest of that commit is non-graphics).

(cherry picked from commit 20e19334, static_gx.wgsl only)
2026-10-09 12:42:52 +01:00
pkuzic cc1dde91e2 MONKEY (r18 A1 B004 streaming, world crate): chunk-cache key, nearest-first admission, stale-ready latch, emergency ground hold + collider timeout
World-crate part of benilla-everwood e9247623 (terrain_stream, spawn, wmo_portal).

(cherry picked from commit e9247623, benilla-app hunks omitted)
2026-10-09 12:39:41 +01:00
pkuzic ef6b5e673e MONKEY (r18 A1 B002/60056): per-fragment point-light falloff on terrain + exterior props, interior retained props drop the unrelated exterior light sum, shadow-map identity = nearest valid within 0.1 yd, WOW_POINTS_DUMP=all room/light trace
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit 801087822f0925a43352bb925e8c1154383c4377)
2026-10-09 12:38:43 +01:00
pkuzic cbfcc3cada MONKEY (r17 V1): B035 - world shadow casters reach-tested by batch bounds, not placement origin (Stormwind gate pop); exterior WMO point lights summed per fragment (blocky hoof glow on bridge paving)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit aade8f16c7798de1320cb189f9d834db8b8f744c)
2026-10-09 12:38:43 +01:00
pkuzic c88dda33a2 MONKEY (r16 M2): Stranglethorn cages are rigid, not wind foliage (B023)
foliage_wind_batch matched 'thorn' anywhere in the path, so Stranglethorn/ActiveDoodads/Cages
swayed. rigid_model basename rejection now also lists cage and prison.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit add0a8edb2b2524b05bf60f045e96a5a6f290112)
2026-10-09 12:38:43 +01:00
pkuzic 10abf2f4db MONKEY (r16 E3): separate MDDF/MODF placement namespaces so same-UID M2 and WMO both stream
Placements.by_id was keyed by the raw 32-bit UID, so an M2 (MDDF) and a WMO (MODF) carrying
the same numeric UID merged: the second registration only bumped the first one's refcount and
never spawned its model (approach-order dependent; e.g. UID 54418 farm.wmo vs redridgefallentree01,
54705 humantwostory.wmo vs elwynnbush09, 55333 redridgedocks02.wmo vs elwynnbush09).
Key is now u64: M2 = uid, WMO = (1<<32)|uid, carried through tile refs, refcount/release, WMO
readiness, straddler bookkeeping, prop merge and collider weld. Spawn metadata keeps the 32-bit UID.
Regression: monkey_mddf_and_modf_with_the_same_uid_stream_independently.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit a55cfa184377f87734a352c6b399adc8833b25eb)
2026-10-09 12:38:42 +01:00
Sam SungandClaude Opus 5.5 c2fc3cf304 OnShow and OnHide fire children first, and after OnLoad, as in 1.12.1 (#842)
Show and hide propagated a whole subtree first, then fired from a snapshot, parent first: a parent's `OnShow` ran before its children's, and a child hidden by an earlier handler still got its `OnShow`. A frame visible at the end of its load got no `OnShow` at all.

In 1.12.1 show `0x76ae10` and hide `0x76ad50` mark the frame, walk the live child list re-checking each child's gate, and fire the frame's own handler last (`0x76aef5`, `0x76adfd`). The post-load hook fires `OnShow` after `OnLoad` for a visible frame (`0x76a3b3`), from XML and `CreateFrame` alike.

Now handlers run inside a live post-order walk, and the post-load `OnShow` fires. Tests cover the order, a sibling hidden mid-walk, and one or two `OnShow`s after a load; they fail without the fix. Four existing tests' expected orders flip to the reference's.

Fixes #350
Fixes #59

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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 13:44:15 +07:00
Sam SungandClaude Opus 5.5 dc63a06178 The UI scale is UIParent's own scale over a 768-unit root (#841)
The UI scale was folded into the pixel seam, with the root and `UIParent` at scale 1. Frames outside `UIParent` (dropdown menus, need/greed rolls, the world map) shrank with it, `UIParent:GetScale()` answered 1, and `GetCursorPosition()` was off by the scale.

In 1.12.1 the scale is `UIParent`'s own frame scale (`0x494550` → `0x76ac10`, floored at 0.64) over a 768-unit root. `GetScreenWidth`/`GetScreenHeight` divide by it (`0x494590`), and `GetCursorPosition` (`0x48b820`) does not.

Now the seam is `height/768`, and the scale is applied to `UIParent` at the load's end and on a resize. The nameplates' compensation is gone. Backdrops, hit insets and minimap pings now follow a frame's own scale (`0x76b580`, `0x77e8d0`); tooltips at the cursor and `OnCursorChanged` divide by it (`0x530b20`, `0x77db23`). Tests cover each, and a stock-UI comparison shows nothing inside `UIParent` moves.

Fixes #172

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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 13:17:23 +07:00
Sam SungandClaude Opus 5.5 f0dfa86148 PLAYER_LOGIN fires at world entry, once the player exists (#840)
`PLAYER_LOGIN` fired at the end of the UI load, before the player existed: its handlers saw `UnitExists("player")` nil and level, health and XP 0, at every login and `/reload`. Ace2's `OnEnable` runs there.

In 1.12.1 the load only arms a one-shot (`0x49011d`). The world-enter cascade fires `PLAYER_LOGIN` if armed (`0x49094b`), then `PLAYER_ENTERING_WORLD` (`0x49096a`), inside a sound-suppression bracket (`0x4908d5`–`0x490a56`). It runs from the player's own create (`0x5deb60`), or on `/reload` from the load (`0x490168`) with the player still in the world. A worldport re-arms nothing.

Now the load arms it, and the unit feed fires both, silenced, once the player is seated. A `/reload` loads under the live player and no longer plays the target-select sound. Tests cover login, worldport and reload; they fail without the fix.

Fixes #189
Fixes #191

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 11:38:06 +07:00
Sam SungandClaude Opus 5.5 87706792cb A frame or region takes no name or id from its template (#839)
An instance with no `name=` took its template's name: `framexml::merge` laid the instance's attributes over the template's, so `name` and `id` carried through. Stock `UIOptionsFrame.xml`'s unnamed `<Button inherits="UIPanelCloseButton">` became the global `UIPanelCloseButton`, with `GetName()` answering it, and any unnamed addon frame did the same to its template's name.

In 1.12.1, `PreLoadXML` (`0x769770`) reads `name` and `id` from the instance node before `LoadXML` walks the templates (`0x76985c`). The texture and font string factories also read `name` once, outside that walk (`0x6f2751`, `0x6f27e1`). So neither is ever inherited.

The merge now drops the template's `name` and `id`. Tests cover an unnamed frame, a named frame (no template id), an unnamed texture and `CreateFrame` with a nil name. All four fail without the fix.

Fixes #394

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 11:18:42 +07:00
Sam SungandClaude Opus 5.5 d0d1b5def9 WORLD_MAP_UPDATE fires inside the verb that moves the map, as in 1.12.1 (#829)
Reopening the world map after zooming out showed the old map for a frame before the current zone.

In 1.12.1, every Lua verb that moves the map selection (`SetMapZoom`, `SetMapToCurrentZone`, a `ProcessMapClick` hit) goes through the setter `0x4a67a0`. The setter stores the selection, rebuilds the landmark list, then fires `WORLD_MAP_UPDATE` in place before returning (`0x4a6ce4`). So `WorldMapFrame`'s OnShow repaints the tiles before the first draw.

benilla queued the event to the next tick, so the first frame painted the previous map. The three verbs now run the setter whole. The landmark list is projected from per-row sources inside the setter, so the new tiles never show the old map's markers. The engine's own pushes still queue, as a narrowed deviation.

Tests replay the report's steps on the stock UI and check the event fires inside the verb with landmarks rebuilt first; they fail before the fix.

Fixes #811

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 11:24:25 +07:00
Sam SungandClaude Opus 5.5 208b1e0bb0 Your own name stays blue or green in FFA areas, as in 1.12.1 (#828)
In a free-for-all area such as the Gurubashi battle ring, your own overhead name and selection ring turned red.

1.12.1 colours a player's name and ring through `0x605960` by mutual attackability: `CanAttack` (`0x606980`) in both directions. Both true reads red, only theirs soft blue, only yours yellow. Neither splits on PvP: yourself green or blue, a party member pale, others green or blue. `UnitReaction` (`0x6061e0`) answers friendly for a unit toward itself before the FFA rung (`0x606200`), so you can never attack yourself.

benilla stood in a reaction-rank threshold for that matrix, and its reaction lacked the identity rung. The selector is now the reference's four-arm matrix, `CanAttack` runs in both directions, and a unit is friendly to itself. `UnitReaction`, `UnitCanAttack` and the cursor follow for yourself.

Tests pin each arm and yourself in FFA, on the shipped faction templates too; they fail before the fix.

Fixes #814

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 11:00:24 +07:00
Sam SungandClaude Opus 5.5 1c5a568191 Escape on the realm list closes only the list, as in 1.12.1 (#827)
Escape on the realm list closed the list and then also quit the game from the login screen, or went back to login from character select.

1.12.1 walks the keyboard frames once per press, strata high to low, and stops at the first handler that takes it (`0x765f10`, leaving at `0x765f64`/`0x765f86`). The realm list is DIALOG strata (`RealmList.xml:246`), so its Escape never reaches the screen beneath, even though it hides itself.

benilla's list and screens read the keys in no fixed order. A screen only checked whether the list was still shown, and the list's own Escape had just hidden it. Who owns a frame's keys is now decided once, before any of them runs (`Realms::owns_input`, set in `PreUpdate`).

Tests run the real list and screen systems in both orders, and fail before the fix with the reported symptoms.

Fixes #817

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 10:30:51 +07:00
Sam SungandClaude Opus 5.5 ea7e0d087a Zone names stay uncoloured on PvE realms outside capitals, as in 1.12.1 (#825)
On a PvE realm, zone names were still coloured friendly, hostile or contested.

In 1.12.1, `GetZonePVPInfo` (`0x48d540`) answers a type only when its display gate is open (`0x48d5c2`/`0x48d5cc`). The gate opens on the realm's PvP flag or in a zone with Flags `0x10`, which is the six capitals. The realm flag is read from `Cfg_Configs.dbc` for the selected realm's type and stored once per world entry (`0x4015de`). A type with no row skips the store. Otherwise the type is nil, so the stock zone splash shows cream and the minimap zone text gold.

benilla now reads `Cfg_Configs.dbc` instead of a transcription that stopped at type 8, so realm type 10 lists as PvP. It latches the realm flag at world entry and applies the gate.

Tests cover the gate, the six capitals and every shipped Cfg_Configs row; each failed before the fix.

Fixes #816

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 08:53:16 +07:00
Sam SungandClaude Opus 5.5 63e917965d The quest log counts party members on each quest, as 1.12.1 does (#824)
The quest log never showed the `[n]` count of party members on a quest, because `IsUnitOnQuest` was a stub that always answered nil.

1.12.1 (`0x4dfe10`) checks both arguments first. It reads the row's quest id (`0x4df150`; a header or out-of-range row answers nil before the unit is resolved), resolves the token, and admits only you or one of the four party slots, by guid (`0x4e7f70`). It then needs the unit held as a player and scans the 20 `PLAYER_QUEST_LOG` ids for that quest. The answer is 1 or nil. The ids reach party members on the wire. `UNIT_QUEST_LOG_CHANGED` (`0x51bc63` → `0x51bd90`) fires once whenever any slot of a unit's window changes, so an open log recounts.

Unit snapshots now carry the window, the binding follows those steps, and the event fires. Tests cover each path and run the stock `QuestLogFrame.xml` to a `[2]` row; they fail against the stub.

Fixes #818

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 08:09:41 +07:00
80b0848628 fix: trainer services show their spell's description, as 1.12.1 does (#803)
- capture: trainer scenarios shoot the service description field (#793)
- fix: trainer services show their spell's description, as 1.12.1 does (#793)
- review: reuse the caster closure, cut repeated comments, pin the profession rows
- trainer: the pet's skill value is the tooltip's one helper, not a copy
- trainer: the recipe row's real-data test reads a product that has text

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
2026-10-08 07:16:27 +07:00