gromandClaude Opus 5 14d5dc36e9 formats: benilla-formats is green — the world-data goldens, and two tests that
were measuring nothing

The last 11. The realm reships `World\Maps\`, `HumanMale.m2` and
`TaxiPathNode.dbc`, so these tests had lost the *examples* they picked without
losing the properties they were for. Two had quietly stopped testing anything.

**A guard that was a proxy, not a fact.** The lava seam test skipped a vertex
whose UV was `[0.0, 0.0]`, standing in for "this vertex is dry". The realm's
lava leaves non-zero texcoords on undrawn verts, so 121 meaningless pairs were
entering the compare and one of them failed. Gating on the mesh's own `wet` map
instead leaves 277 pairs — the verts both neighbouring blocks actually draw —
and every one of them agrees. The invariant was never in doubt; the guard was.

**A keyless bone read as an empty band.** `empty_band_poses_the_bone` asserted
HumanMale's waist (bone 27) carries exactly one clamp key in Run. In the realm's
model bone 27 has no rotation or translation keys in *any* of its 156 sequences,
so there was nothing to clamp and the assertion was reading a keyless bone. The
subject is the five finger bones 100..=104 now: each appears in every one of the
156 sequences with exactly one clamp key at t = 0, which is the rule — an empty
band poses the bone and never drops it.

**The skeleton was renumbered, and the poses came with it.** 1.12's finger bone
102 is unposed at the HandsClosed frame; bone 47 carries the curl, within 0.004
of 1.12's `[0.2536, -0.016, 0.0577, 0.9654]`. Same for the eyelid: bone 75 ->
bone 24, still scale-only, still a 6633 ms loop that opens at t=0 and shuts
mid-loop. That the *pose* survived is what says renumbering rather than
re-animation, so the window arithmetic is still what is under test. (The model
does have HandsClosed throughout — `parse_m2_animations` not surfacing it is
exactly why the raw reader exists.) Ten new global-sequence bones came with it,
all parks: six 33 ms two-key constant scales and four rotation channels with
empty tables, recorded so a real loop appearing among them reads as a change.

**Tiles chosen instead of inherited.** `examples/liquid_scan.rs` walks a map and
reports which tiles still have each liquid property, so a re-recorded test names
a tile that was picked:
- the river mouth moved to `Azeroth_33_38`, three Still-over-Ocean chunks, all
  disjoint — 1.12's 33_33 has no two-block chunk left. Four tiles *do* overlap
  and are kept out deliberately: Kalimdor 26_54, 41_29, 41_30 and the realm's
  own Azeroth 36_51, where 1.12 had only 26_54.
- the ocean depth divisor moved to `Azeroth_29_54`: 13210 depth bytes inside the
  ramp and not one pinned at 255, so a wrong divisor cannot hide behind
  saturation. 1.12's 41_41 carries no ocean at all now.

**The impassable band was thinned.** `Azeroth_33_44` authors 17 impassable
chunks where 1.12's copy had 48, and the chunk 1.46 yd east of the reported
`.go xyz -6601.98 -531.87 335.60` is among the ones it dropped — so the data no
longer walls the reported spot. The `Some(true)` leg would have stopped being
tested, so it moved to a column inside one of the 17 the realm does flag.

**The transport goldens no longer describe this client.** `TaxiPathNode.dbc` is
re-authored: 11219 rows against 9582, and 7975 rows kept their id while changing
path, index *and* coordinates. Path 436 is gone; the eight survivors miss
vmangos's 1.12 periods by −290815 to +271184 ms, and no transport path crosses
continents any longer. Closing that needs the realm's own transport periods,
which only live observation gives — so the calibration is a report now, with the
deltas printed on the same variant grid a future observation can be compared on.
What is still assertable is asserted: `client_period_ms` and the timetable's own
`period_ms` are one number on all eight. The two map-invariant tests never
needed a server period at all, so they run on taxi path 72 — 37 nodes over maps
{0, 1}, the only shipped path that still spans both — and additionally assert
that every transport golden is single-map, so none of them can silently stand in
for it again.

**benilla-formats: 445 passed, 0 failed.** `cargo fmt --all` and
`clippy -p benilla-formats --all-targets` clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
2026-10-31 19:58:18 -06:00
2026-07-24 14:27:01 +07:00
2026-07-24 14:27:01 +07:00
2026-10-16 14:26:06 +00:00
2026-09-27 15:10:12 +07:00

benilla — Everwood graphics

A graphics fork of benilla, the from-scratch World of Warcraft 1.12.1 client in Rust and Bevy by samwhosung. This repository adds an optional modern look on top of it. Every feature has its own switch under Options → Advanced Graphics, and the Classic preset keeps the original 1.12 image.

The goal of this particular fork is baking in certain dlls like Superwow and nampower into Rust to allow the use of common addons on Octowow.

This repository is maintained and will stay open source. Contributions are welcome: open an issue or a pull request.

Graphics features

Lighting and shadows

  • Realtime sun shadows for characters and the world, including foliage; moon shadows at night
  • Moonlight: at night the moon lights the world (cool, dim, from the moon's place in the sky) on top of the original night colours
  • Dynamic building interiors lit by their own fixtures
  • Torches, braziers and lamps emit flickering light and cast cube-map shadows; terrain blocks torch light
  • Daylight through doors and windows (including Stormwind's rooms and cathedral windows)
  • Spell and ground-effect lights, lava glow
  • Screen-space ambient occlusion (soft contact shadows)

Sky

  • Smooth sky gradient with dithering, soft sun glow
  • Procedural star field with a Milky Way
  • Sun-lit, detailed clouds
  • Zone skyboxes (Burning Steppes, Blasted Lands, Mount Hyjal) and the 1.12 LightSkybox clear-weather slot

Fog and atmosphere

  • Modern fog model: the world fades into the horizon, sun-coloured toward the sun
  • Volumetric fog (distance haze)
  • Volumetric light: sun and moon shafts marched through the shadow map (god rays through canopies and between buildings, faint moon shafts at night)
  • Lamps glowing through fog at night
  • Screen-space sun shafts
  • Render distance up to 1497 yards

Post-processing

  • HDR bloom for fire, lava, spells and lit windows
  • Per-zone colour grading (day/night LUTs)

Water

  • Enhanced water: refraction, caustics, depth colour, screen-space reflections
  • Enhanced city and building water (Stormwind canals)
  • Gerstner waves with whitecaps, finer mesh up close

Weather and nature

  • Rain: wet ground, puddles, glossy stone, rings on water, shelter under roofs and bridges
  • Wind: grass and tree sway with gusts, grass parts around characters

Settings

  • One Graphics Preset: Classic / Low / Medium / High / Ultra / Custom (default High)
  • Every feature individually switchable on the Advanced Graphics page

Details: LIGHTING.md, WATER.md. Third-party credits, including code ported from WarcraftXL by iThorgrim: THIRD-PARTY.md. Licence: same as upstream benilla, MIT OR Apache-2.0.


The upstream benilla README follows.

benilla

A complete World of Warcraft 1.12.1 client, written from scratch in Rust and Bevy

Discord YouTube devlog License

benilla plays the whole game: character creation, questing and professions, dungeons and raids, battlegrounds and honor, groups, guilds, trade, mail and the auction house, on the stock 1.12 interface and with your addons. It connects to a 1.12.1 server over the original protocol and reads the game's data from your own 1.12.1 install. Every file format, the network protocol and the interface engine are written from scratch, with no original client code, no third-party WoW crates and no bundled game assets.

What's inside

  • Formats: readers for the whole asset stack (the MPQ patch chain, BLP, DBC, ADT, WDT, WDL, M2 and WMO), wired into Bevy as an asset source.
  • World: terrain streamed out to the horizon, portal-culled buildings with interior lighting, doodads and ground clutter, swimmable water, sky and weather, and the client's own day/night lighting, fog and gamma.
  • Models: GPU-skinned M2s with the full animation controller, particles, ribbons and the spell visuals, and characters end to end: customization, the armor composite, weapons with their enchant glows, forms, stealth and mounts.
  • Movement: networked movement in both directions, the server-granted modes from slow fall to roots, a follow camera with collision, boats, zeppelins and taxi flights.
  • Networking: SRP6 auth through world-session crypto and the object mirror into the ECS, covering the game from movement and chat through combat, spells, groups and raids, quests, trade, mail, the auction house and battlegrounds.
  • Interface: a FrameXML and Lua engine that runs the stock 1.12 interface off your install's patch chain, and third-party 1.12 addons: Questie, pfUI, Bagnon, Bartender2 and most others run. By choice, the options window and the ESC menu follow the Classic Era client's rather than 1.12's.
  • Audio: music, ambience and effects under the client's own selection and crossfade rules, with interior and underwater transitions and zone reverb.

The format readers and the UI engine core are plain Rust with no Bevy in them, and the world renderer runs with no game attached. docs/MAP.md maps every crate and subsystem, generated from the code.

Status

Complete and fully playable. What is left:

  • The long tail of small features that separates a working client from a finished one, tracked as issues.
  • Addons, options and performance, ongoing.

benilla is a faithful 1.12.1 client and the foundation people build on. There are no prebuilt downloads: a packaged build, a particular server's changes or anything 1.12.1 never had belongs in a fork, and forks are welcome. GitHub lists every public fork.

Not planned: other expansions or client versions, Warden (anticheat).

Running it

benilla builds and runs on macOS, Linux and Windows. You need:

  • An English 1.12.1 client (build 5875) for the game data. benilla only reads it.
  • A 1.12.1 server with Warden off. vmangos is what development runs against, and it ships with Warden off; cMaNGOS and the other 1.12.1 cores speak the same protocol.
  • Stable Rust and a C compiler, because the client's Lua is built from source: on macOS the Xcode command line tools, on Linux the ALSA and udev development packages and pkg-config, on Windows the MSVC build tools that the Rust installer sets up.
WOW_DATA=/path/to/WoW/Data cargo run --release -p benilla

On Windows, in PowerShell:

$env:WOW_DATA="C:\path\to\WoW\Data"; cargo run --release -p benilla

Each release is a tag on the Releases page: git checkout <tag> first runs that release, and main is the development tip.

WOW_DATA names the install's Data folder; a link to the install named WoW at the repo root does the same (ln -s /path/to/WoW WoW, or on Windows a junction, which needs no admin rights: New-Item -ItemType Junction -Path WoW -Target C:\path\to\WoW). The server defaults to localhost:3724, the stock auth port. Point WOW_HOST at another (WOW_HOST=play.example.com, or play.example.com:5000 for a remapped port), or set it from the Realmlist button on the login screen, which remembers it. Credentials go in at the login screen, or set WOW_USER and WOW_PASS to skip it.

Settings, screenshots and addons live in benilla-config/ at the repo root: a 1.12 addon goes in benilla-config/AddOns/. docs/CONTRIBUTING.md has the rest, from the player build to the tests.

Optional, locally built skybox and colour-grading data: Optional/sky-and-grading/.

Contributing

Issues and pull requests are open. docs/CONTRIBUTING.md says where to start, what gets in, how a change is judged and what happens to a pull request once it is open. Bugs, questions and ideas are welcome on the Discord too.


Early inspiration and file format guidance came from the wowemulation-dev community, and warcraft-rs in particular.

benilla is an independent fan project, not affiliated with or endorsed by Blizzard Entertainment. It ships no Blizzard content: no art, models, sounds, maps, MPQ contents or FrameXML. You provide your own legally obtained 1.12.1 client, and the stock interface runs off its FrameXML at runtime. The few files under crates/benilla-app/assets/ui/ are our own, not copies of it: adapters over stock files, and the settings windows and script error log benilla draws itself.

World of Warcraft is a trademark of Blizzard Entertainment, Inc. Our own code is licensed under MIT or Apache 2.0, at your option. The three vendored components under third_party/, the kira audio engine, a Lua 5.1 patched to the 1.12 client's dialect and the mlua FFI layer with its traceback's global-table search removed, keep their own upstream licenses, alongside each. Code and techniques ported from other projects (WarcraftXL, by iThorgrim) are credited file by file in THIRD-PARTY.md.

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