Store glyph IDs from SMSG_TALENTS_INFO (previously discarded) in
learnedGlyphs_[2][6] per talent spec. Load GlyphProperties.dbc to
map glyphId to spellId and major/minor type. Add a Glyphs tab to
the talent screen showing all 6 slots with spell icons and names.
Also clear vehicleId_ on SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA.
Talent screen:
- Remove all debug text and per-frame LOG_INFO spam
- Show class name in window title (e.g. "Warrior Talents")
- Display point distribution in header (0/31/20) and per-tab counts
- Highlighted active spec button with styled spec switcher
- Load and render tree background textures from TalentTab.dbc
- Draw prerequisite arrows with arrowheads (green=met, gray=unmet)
- Fix rank display (was showing rank+1, now correct 1-indexed values)
- Rank counter with dark background pill for readability
- Hover glow effect, rounded corners, centered grid layout
- Wider window (680x600) for 4-column WoW talent grid
Spellbook:
- Add search/filter bar for finding spells by name
- Add spell descriptions from Spell.dbc tooltip field
- Rich tooltips with name, rank, passive indicator, cooldown, description
- Visual icon borders: yellow=passive, red=cooldown, default=active
- Cooldown overlay on icon with countdown number
- Hover highlight on spell rows
- Tab counts update to reflect search filter results
- Rounded corners on icons and hover states
- Extracted renderSpellTooltip helper for consistent tooltip rendering
Replace all glGenTextures/glTexImage2D calls in UI code with Vulkan texture
uploads via new VkContext::uploadImGuiTexture() helper. This fixes segfaults
from calling OpenGL functions without a GL context (null GLEW function pointers).
- Add uploadImGuiTexture() to VkContext with staging buffer upload pattern
- Convert game_screen, inventory_screen, spellbook_screen, talent_screen
from GLuint/GL calls to VkDescriptorSet/Vulkan uploads
- Fix loading_screen clearValueCount (was 1, needs 2 or 3 for MSAA)
Network Protocol:
- Add SMSG_TALENTS_INFO (0x4C0) packet parsing for talent data
- Add CMSG_LEARN_TALENT (0x251) to request learning talents
- Add MSG_TALENT_WIPE_CONFIRM (0x2AB) opcode for spec switching
- Parse talent spec, unspent points, and learned talent ranks
DBC Parsing:
- Load Talent.dbc: talent grid positions, ranks, prerequisites, spell IDs
- Load TalentTab.dbc: talent tree definitions with correct field indices
- Fix localized string field handling (17 fields per string)
- Load Spell.dbc and SpellIcon.dbc for talent icons and tooltips
- Class mask filtering using bitwise operations (1 << (class - 1))
UI Implementation:
- Complete talent tree UI with tabbed interface for specs
- Display talent icons from spell data with proper tinting/borders
- Enhanced tooltips: spell name, rank, current/next descriptions, prereqs
- Visual states: green (maxed), yellow (partial), white (available), gray (locked)
- Tier unlock system (5 points per tier requirement)
- Rank overlay on icons with shadow text
- Click to learn talents with validation
Dual Spec Support:
- Store unspent points and learned talents per spec (0 and 1)
- Track active spec and display its talents
- Spec switching UI with buttons for Spec 1/Spec 2
- Handle both SMSG_TALENTS_INFO packets from server at login
- Display unspent points for both specs in header
- Independent talent trees for each specialization
- Fix white hair: always override M2 type-6 texture with DBC hair texture when available
- Fix vendor sell: add sellPrice to ItemDef/ItemTemplateRow, use directly instead of empty cache
- Fix empty loot: skip loot window when corpse has no items and no gold
- Revamp spellbook (P key): tabbed UI (General/Active/Passive), spell icons from SpellIcon.dbc, rank text
- Clean up action bar: only auto-populate Attack and Hearthstone, rest assigned via spellbook
- Add talent placeholder (N key): 3-tab window with level/talent point display
- Fix ffplay cleanup: non-blocking waitpid with SIGKILL fallback to prevent orphaned audio processes
- Fix pre-existing getQualityColor visibility for loot window rendering