Files
benilla-octo/crates
SamandClaude Fable 5 03aa04e54d no world until a character is in one
- The login screen stops paying for a world nobody is in. It had been
  streaming and simulating all of Elwynn Forest behind a static image — the
  client began life as a terrain viewer and the streamers never had an off
  switch. The world now boots when you enter it, aimed at the map your
  character is actually on, and logging out releases it. Login frame cost:
  p50 18.6 to 10.3 cpu ms, worst paced frame 308 to 20 ms; entering
  Stratholme is a covered 1.2 s load.
- More login-screen honesty: the fullscreen glue image was re-uploaded to
  the GPU every frame — 22 MB a frame for a still picture — and the
  braziers' fire had been invisible since the 25th, simulating perfectly
  into a camera that is off, because two booths had computed the same render
  layer. Both fixed; the flames are back.
- Indoors got truer: the outdoor world draws only through the portal windows
  actually in frame, as the original does; the painted-skybox gate settled
  on the reference's real rule — any sky-flagged room the portal flood
  reaches; and interior objects — gates, hanging signs, chains — take their
  room's baked light, anchored at their box centre instead of an artist
  pivot that often sits under the floor.
- Hovering with a tooltip up takes its full fix: a tooltip content change
  used to run the whole-UI layout solve twice, and it runs once now, on top
  of the morning's fix that made an unchanged tooltip cost nothing at all.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 19:54:41 +07:00
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