- a player build ships beside the dev one — dev chords and probe surfaces go dark, and a gate enforces what a player can still reach, by medium not by module - the binary carries its own shaders and its shipped UI, finds the WoW folder by itself, and keeps its local state in one benilla-config folder - the glue screens get a capture shutter, and the engine stops depending on the protocol crate Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
26 lines
927 B
Rust
26 lines
927 B
Rust
//! Difftest the M2 UNLIT (0x01) → `emissive` detection against the real GeneralLantern03: its glass
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//! batch (ElwynnLantern01.blp, material flags 0x05) is self-lit; its body batch (flags 0x00) is not.
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//! Skips (passes) when the client isn't present at `<repo>/WoW/Data`.
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use benilla_formats::{load_m2_mesh, open_chain};
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#[test]
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fn lantern_glass_batch_is_emissive() {
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let data = benilla_formats::wow_data_or_skip!();
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let mut chain = open_chain(&data).expect("open vanilla patch chain");
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let subs = load_m2_mesh(
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&mut chain,
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"World\\Generic\\Human\\Passive Doodads\\Lanterns\\GeneralLantern03.m2",
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)
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.expect("load GeneralLantern03");
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assert!(
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subs.iter().any(|s| s.emissive),
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"the lantern has a self-lit (UNLIT 0x01) glass batch"
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);
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assert!(
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subs.iter().any(|s| !s.emissive),
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"the lantern body batch is lit normally (not emissive)"
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);
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}
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