- 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>
80 lines
4.6 KiB
Markdown
80 lines
4.6 KiB
Markdown
<div align="center">
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<h1>benilla</h1>
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<p><b>A from-scratch World of Warcraft 1.12.1 client in Rust and <a href="https://bevy.org">Bevy</a></b></p>
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<p>
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<a href="https://discord.gg/wJSJx467G4"><img src="https://img.shields.io/discord/1529280129518538922?style=for-the-badge&logo=discord&logoColor=white&label=discord&color=5865F2" alt="Discord"></a>
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<a href="https://www.youtube.com/playlist?list=PLdCnpZNKxyb8"><img src="https://img.shields.io/badge/devlog-youtube-FF0000?style=for-the-badge&logo=youtube&logoColor=white" alt="YouTube devlog"></a>
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<a href="LICENSE-MIT"><img src="https://img.shields.io/badge/license-MIT%20%2F%20Apache--2.0-blue?style=for-the-badge" alt="License"></a>
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</p>
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</div>
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> [!IMPORTANT]
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> **Issues and pull requests are closed here.** benilla is a solo project developed in a private
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> tree; this repo is its export, published as squashed snapshots, so a PR here has nothing to land
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> on. The best way to contribute is to join the [Discord](https://discord.gg/wJSJx467G4) and report
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> the bugs you find. Questions and ideas are welcome in the same place.
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benilla speaks the original 1.12.1 protocol, so it connects to any server the real client could,
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and reads its game data at runtime from your own 1.12.1 install. Every file format and the network
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protocol are implemented from scratch, with no original client code, no third-party WoW crates,
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and no bundled game assets.
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## What works
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- **Formats:** readers for the full asset stack (MPQ patch chain, BLP, DBC, ADT/WDT/WDL, M2, WMO),
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wired into Bevy as an asset source.
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- **World:** streamed terrain out to the horizon, portal-culled WMOs with interior lighting,
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doodads and ground clutter, swimmable liquids, sky and weather, and the client's own day/night
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lighting, fog and gamma passes.
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- **Models:** GPU-skinned M2s with the full animation controller, a near feature-complete particle
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system, ribbons, and animated gameobjects from doors to lifts.
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- **Characters:** customization end to end, the armor texture composite, weapons with sheathing and
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enchant glows, shapeshift forms, stealth and mounts.
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- **Movement:** a WoW-feel controller, networked movement in both directions, the server-granted
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modes from slow fall to roots, a follow camera with collision, boats, zeppelins and taxi flights.
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- **Networking:** SRP6 auth through world-session crypto, the object mirror into the ECS, and live
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wire coverage from movement and chat through spells, party, quests, mail, trade, vendors, bank
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and loot.
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- **UI:** a from-scratch FrameXML + Lua engine driving the built-in interface, from the login and
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character screens through the full HUD, the classic windows (guild, macros and key bindings
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included), chat, nameplates, floating combat text and tooltips; third-party addons load from
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your own `Interface/AddOns`.
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- **Combat:** melee on the faithful swing law, ranged and Auto Shot, casting with GCD and
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cooldowns, combo points, crowd control that really holds you, and the spell visual pipeline.
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- **Audio:** music, ambience and SFX under the client's own selection and crossfade rules, with
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interior and underwater transitions and zone reverb.
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## Not built yet
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The auction house, and battlegrounds and honor.
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## Running it
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You need a **1.12.1 (build 5875) client install** for game data, a vanilla server to connect to,
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and stable Rust. Any 1.12.1 core works; [vmangos](https://github.com/vmangos/core) is what
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development runs against, and cMaNGOS and the rest speak the same protocol.
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```sh
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WOW_DATA=/path/to/WoW/Data cargo run --release -p benilla
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```
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The server defaults to `localhost:3724`, the stock `realmd` auth port. Point `WOW_HOST`
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at any IP or hostname, appending the auth port if yours is remapped
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(`WOW_HOST=play.example.com:5000`). Credentials go in at the login screen, or set `WOW_USER` /
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`WOW_PASS` to skip it.
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---
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Early inspiration and file format guidance came from the
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[wowemulation-dev](https://github.com/wowemulation-dev) community, and
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[warcraft-rs](https://github.com/wowemulation-dev/warcraft-rs) in particular.
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benilla is an independent fan project, not affiliated with or endorsed by Blizzard Entertainment.
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It ships **no Blizzard content** — no art, models, sounds, maps, MPQ contents or FrameXML; you
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provide your own legally obtained 1.12.1 client. The interface code under
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`crates/benilla-app/assets/ui/` is ours, written to the client's own layout and API names so that
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the windows look right and 1.12.1 addons find the names they expect.
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World of Warcraft is a trademark of Blizzard Entertainment, Inc. Our own code is licensed under
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[MIT](LICENSE-MIT) or [Apache 2.0](LICENSE-APACHE), at your option.
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