This checkout had no git history at all, so this one commit carries the whole
of the Everwood work as a single import on top of chairmanpow/benilla-octo's
`main` (706cd71). The two trees have genuinely diverged — each has files the
other does not — so this is a fork point, not a catch-up.
Today's work, which is the reason a baseline exists at all:
- Booth previews no longer cast world shadows (`NO_BOOTH_SHADOW`). Portrait
characters were entering the sun's shadow cascades, so every skinned-rig
shadow specialization compiled live mid-frame; the hitch detector logged
"main thread blocked 1316 ms" beside a `compiled LIVE` warning. This was
the Fashion/Tmog stutter.
- Per-pane dress-up: each `DressUpModel` pane assembles and stages its own
tried-on look instead of every pane mirroring the live player.
- Item template cache is append-only JSONL written on the IO pool, replacing
an 11.6 MB whole-map JSON rewrite on the main thread every 10 s.
- `WOW_SYSTEM_TIMING` rebuilt per-thread: it took 2 mutexes per system enter
and 4 per exit, costing 15 ms a frame (590 fps -> 60) and corrupting the
measurements it was taken to produce.
- The visibility-churn sweep moved to its own `WOW_FLASH_CHURN` switch, so a
frame-cost reading no longer pays 2.7 ms a frame for it.
Local state (`benilla-config/`, `logs/`, `target/`) is excluded by the
existing .gitignore; the account credential it holds is not in this commit.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
4.9 KiB
Third-party credits
Code and techniques this fork takes from other projects, with the files they landed in. Vendored
components under third_party/ carry their own licences beside them and are listed in README.md.
WarcraftXL
- Project: WarcraftXL — client extensions for the 3.3.5a (build 12340) client, written in C++ with D3D9 / HLSL.
- Author: iThorgrim.
WarcraftXL's code is reused here on the condition that the author and the original project are named. This file, and the header line in each file below, is that attribution; keep both wherever the code is copied or shared.
Rule for contributors. A file that ports code or a technique from WarcraftXL carries this line in its header:
Ported from WarcraftXL (https://github.com/WarcraftXL) by iThorgrim — module <module>, <source files>.
and gets a row in the table below. Blocks inside a file that port a specific routine also say so where they stand. Do not remove either.
| Benilla file | WarcraftXL module | Source files | What was taken |
|---|---|---|---|
crates/benilla-assets/src/shaders/enhanced_water.wgsl (DEPTH LOOK block) |
wxl-experimental-water |
shaders/Surface.ps.hlsl, render/Refraction.cpp |
Per-channel Beer-Lambert extinction over the view path through the water column, the body as a lerp from scattered colour to what is behind by the transmittance, normal-bent scene-copy refraction scaled by the water depth (ported) |
crates/benilla-assets/src/shaders/enhanced_water.wgsl (caustics) |
wxl-experimental-water |
shaders/Surface.ps.hlsl, render/Noise.cpp |
Two caustic layers at incommensurate scales and rates, multiplied (ported; our layers are built from animated cell edges, not value noise) |
crates/benilla-assets/src/shaders/enhanced_water.wgsl (HIGH reflections) |
wxl-experimental-water |
shaders/Surface.ps.hlsl |
Screen-space reflection of the scene copy along an almost-planar normal, masked by the screen edge and by rays turning back toward the eye (principle; ours is a bisected march against the scene depth, not a single probe) |
crates/benilla-assets/src/shaders/enhanced_water.wgsl (beach surf, on_bed) |
wxl-experimental-water |
sea/Shore.hpp, shaders/Shore.hlsli |
Shore surf limited by the terrain column, so objects standing in the water never foam (principle) |
crates/benilla-assets/src/shaders/enhanced_water.wgsl (Gerstner crests, High) + crates/benilla-world/src/liquid/waves.rs |
wxl-experimental-water |
shaders/Surface.ps.hlsl, sea/Spectrum.*, sea/Ocean.* |
Gerstner displacement and fold-driven crest whitecaps; the CPU swimmer sample inverts the same displacement (ported) |
crates/benilla-world/src/water_fx/bob.rs |
wxl-experimental-water |
world/Ride.cpp |
Visual-only wave riding for swimmers; the authoritative position never moves (principle, implemented independently) |
crates/benilla-app/src/post/grading.rs + crates/benilla-app/src/post/grading.wgsl |
wxl-retail-grading |
Grading.cpp, shaders/Grading.ps.hlsl |
32³ LUT convention, strength control and strip lookup mathematics, with the strip uploaded as a native 3D texture (ported; used with the author's permission, attribution required) |
crates/benilla-world/src/shaders/sky_fx.wgsl |
wxl-retail-clouds |
Clouds.cpp, Clouds.hpp |
Domain-warped billow fbm (quintic value noise, 0.6 cotton blend, 0.55 octave gain) for the cloud detail |
crates/benilla-world/src/sky_fx.rs |
wxl-retail-clouds |
Clouds.cpp, Clouds.hpp |
The High cloud-detail tier and the sun-march inputs it feeds the sky and cloud materials (ported) |
crates/benilla-world/src/shaders/cloud.wgsl |
wxl-retail-clouds |
Clouds.cpp |
The 3-tap march toward the sun (self-shadow, ambient floor) and the one-tap silver lining |
crates/benilla-world/src/clouds/layer.rs (update_cloud_fx) |
wxl-retail-clouds |
Clouds.cpp |
March direction = the sun projected on the sheet, strength folded by its flatness (noon clouds evenly lit) |
crates/benilla-world/src/wind/mod.rs |
wxl-experimental-wind |
field/Wind.hpp, field/Wind.cpp |
Stateless three-sine gust and veer field, default profile, and weather gain (ported) |
crates/benilla-assets/src/shaders/wind_hook.wgsl |
wxl-experimental-wind |
grass/GrassWind.hpp, grass/GrassWind.cpp |
Two-wave grass sway, gust response, lean, blade phase/variance, distance fade and radial parting (ported; extended to eight benders) |
crates/benilla-assets/src/shaders/wow_model.wgsl (MONKEY wind hook) |
wxl-experimental-wind |
grass/GrassWind.cpp |
Grass vertex displacement call seam (technique) |
crates/benilla-world/src/clutter.rs (MONKEY wind attributes) |
wxl-experimental-wind |
grass/GrassWind.cpp |
Per-blade bend weight and per-tuft phase inputs (technique; height replaces WXL's unverified texture-V weight) |
Planned (not yet in the tree): breaker index from sea/Shore.hpp, shaders/Wave.hlsli.
The lane that ports one adds its row here.