SamandClaude Fable 5 fa5fa6dbce the golden sweep gains two hand-framed spots and stops faking green
- Two new golden-capture spots framed by a human eye rather than a lane list:
  the Goldshire inn common room (the interior everyone actually stands in) and
  a Felwood vista. The sweep also captures the world-map field now.
- An honest-tooling fix: a scenario that failed to produce its image used to
  vanish from the diff and the sweep still read green. A missing shot is now
  its own loud failure — a clean sweep means every frame was actually compared.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 19:51:57 +07:00
2026-07-24 14:27:01 +07:00
2026-07-24 14:27:01 +07:00
2026-07-24 14:27:01 +07:00

benilla

Discord YouTube License

A from-scratch World of Warcraft 1.12.1 client in Rust + Bevy, speaking the vanilla protocol to a vmangos server. Every file format and the network protocol are implemented from scratch — no original client code, no third-party WoW crates, and no bundled game assets: benilla reads its data at runtime from your own 1.12.1 install.

What works

  • Formats & assets — in-repo readers for the full asset stack (MPQ patch chain, BLP, DBC, ADT/WDT/WDL, M2, WMO), wired into Bevy as an asset source, plus extraction CLI tools.
  • World — streamed terrain with the distant horizon, portal-culled WMOs with interior lighting, doodads and ground clutter, swimmable liquids, sky and weather, and the client's own day/night lighting, fog, glow, and gamma passes.
  • Models & animation — GPU-skinned M2s with the full animation controller (cross-fades, one-shots, fidgets), a near feature-complete particle system, ribbons, and animated gameobjects (doors, chests, mailboxes, lifts).
  • Characters — customization end to end, the armor-region texture composite, held weapons and sheathing, and mounts.
  • Movement & travel — a WoW-feel controller (run/strafe/jump/swim/step-up), networked movement in both directions, a follow-camera with collision, ridden boats and zeppelins, and taxi flights.
  • Networking — SRP6 auth through world-session crypto, the object-descriptor mirror into the ECS, and live wire coverage for movement, chat, spells and auras, party, mail, trade, vendors, bank, trainers, quests, loot with group rolls, and death.
  • UI — a from-scratch FrameXML + Lua UI engine driving the built-in interface: login and character screens, the full HUD, the classic windows (bags, spellbook, talents, quests, mail, merchant, trade, bank, world map, …), chat, and tooltips.
  • Combat — melee with the faithful swing law, ranged and Auto Shot, casting with GCD, cooldowns and the cancel ladder, and the spell-visual pipeline (kits, missiles, impacts, ground rings).
  • Audio — music, ambience, and SFX under the client's own selection and crossfade rules, with interior/underwater transitions and zone reverb.

Not built yet

Guilds, the auction house, hunter/warlock pets, duels and inspect, the social panel (friends/who), PvP systems, the macros/options/key-binding screens, and third-party addon loading — the Lua/FrameXML engine currently runs only the built-in UI.

Running it

You need a 1.12.1 (build 5875) client install for game data, a vmangos server to connect to, and stable Rust.

WOW_DATA=/path/to/WoW/Data cargo run --release -p benilla

The server defaults to localhost — point WOW_HOST at any IP or hostname, with an optional auth port: WOW_HOST=play.example.com:3724. A bare host uses port 13724 (this project's own dev deploy); a stock vmangos realmd listens on 3724, so you'll usually want the explicit port. Credentials go in at the login screen, or set WOW_USER / WOW_PASS to skip it.

Contributing

benilla is a solo project and isn't taking pull requests for now. Bug reports and questions are welcome — open an issue, or bring them to Discord. Comments throughout the code cite numbered decision records and method notes from a private development log; the citations won't resolve here, but the reasoning they carry is kept in the comments themselves.

Development happens in that private tree, and this repo is its published export: each commit here is one squashed snapshot of everything that landed since the last one, titled with what changed — not an atomic change, which is why they're large and why there are few of them.

Acknowledgements

The wowemulation-dev community — and warcraft-rs in particular — was an early inspiration and a source of guidance on the client's file formats. benilla's readers ended up written from scratch, but their preservation work made starting far less daunting. And none of this runs without vmangos on the other end of the socket.

benilla is an independent, fan-made project, not affiliated with or endorsed by Blizzard Entertainment. It contains no Blizzard code or assets and never will; you must provide your own legally-obtained 1.12.1 client for game data. World of Warcraft is a trademark of Blizzard Entertainment, Inc.

License

Licensed under either of the Apache License 2.0 or the MIT license, at your option.

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