- deleting a rare-or-better item forks to the reference's typed confirm — "Type \"DELETE\" into the field to confirm": Yes starts disabled, the box takes focus, the button enables only while the field spells DELETE, and a reflexive Enter over a half-typed word is inert; the missing engine piece was one hook, the edit box's on-text-changed; beside it, the loot bind-on-pickup confirm — bind-on-pickup AND uncommon-or-better, two conjuncts and no others, so a white BoP drop is taken with no dialog and a bind-on-equip blue never asks here — with the reference's one-pending-slot latch, and the take split into two verbs the way 1.12 actually has it: the row click stays C-side, and LootSlot is only the confirmation's continuation - the message frames get their justify quartet, read out of the binary's method tables (with the Button table re-derived as the control that lacks it); Frame:EnableDrawLayer/DisableDrawLayer and Region:GetDrawLayer land — the disabled layers are a five-bit mask on the frame, so re-enabling a layer restores exactly what was showing underneath; and the Skills tab's children take the reference's names, with SKILLS_TO_DISPLAY published — pfUI loops over it and got "'for' limit must be a number" - the README's roadmap line now names what is genuinely big — battlegrounds and meeting stones, both verified still missing — plus the long tail, because the old line named four features that have since landed and small features go stale on a roadmap within a week Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
91 lines
5.2 KiB
Markdown
91 lines
5.2 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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loot, the auction house and PvP honor.
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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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a `benilla-config/AddOns/` folder beside the executable (partial: AtlasLoot and Bagnon run,
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see below).
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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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## Where it's going
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benilla is done when a 1.12.1 player can do everything here that they could in the original
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client, it looks and feels the same, and it runs from a download on Windows, Linux and macOS.
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No dates; the order is what is likely, not a promise.
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- Battlegrounds and meeting stones, then the long tail of small features that separates a
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working client from a finished one.
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- Addons, options and performance, ongoing.
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- The no-brainer fixes from VanillaFixes, SuperWoW and the like.
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- Playable downloads for Windows, Linux and macOS. Linux first.
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Not planned: other expansions or client versions, Warden (anticheat).
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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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