- Add item class/subclass category filters (Weapon, Armor, etc.) with correct WoW 3.3.5a IDs
- Add sell item picker dropdown with icons and Create Auction button
- Add pagination (Prev/Next) for browse results with filter preservation
- Add Buy/Bid action buttons to Bids tab
- Add item icons and stat tooltips on hover across all three tabs
- Add Enter-to-search from name field and search delay countdown
- Parse SMSG_AUCTION_OWNER/BIDDER_NOTIFICATION into chat messages
- Auto-refresh browse results after bid/buyout using saved search params
- Clamp level range inputs to 0-80
- CMSG_SEND_MAIL now includes item GUIDs (up to 12 per WotLK)
- Right-click items in bags to attach when mail compose is open
- Compose window shows 12-slot attachment grid with item icons
- Click attached items to remove them
- Classic/Vanilla falls back to single item GUID format
Bank window slots now act as drop targets when holding an item from
inventory. Empty bank slots highlight green, and clicking drops the
held item via CMSG_SWAP_ITEM. Occupied bank slots accept swaps too.
Works for both main bank slots (39-66) and bank bag slots (67+).
- vk_utils.hpp: mark unused 'msg' parameter with [[maybe_unused]]
- world_packets.cpp: write exactMatch field to auction list packet
(was accepted as parameter but never serialized)
- game_screen.cpp: remove unused bagIcons array and unused info variable
- talent_screen.cpp: remove unused nextRank and pMin variables
Remove isInterior restriction from WMO shadow sampling so city
buildings (flagged as interior groups) correctly receive shadows.
Apply shadow to interior-lit surfaces. Enable shadows by default
and persist the setting across sessions.
Zoom speed now scales with distance for fine control near the character.
Default max zoom out reduced from 50 to 33 units. New "Extended Camera
Zoom" toggle in Gameplay settings restores the full 50-unit range.
- Tighten celestial glow falloff and edge fade to eliminate visible quad boundary
- Add opacity support to minimap display shader, synced with UI opacity setting
- Fix audio double/triple-scaling by removing redundant master volume multiplications
- Rename "Original Soundtrack" toggle to "Enable WoWee Music"
- Add About tab with developer info and GitHub link
Audio was being scaled by master volume multiple times: once via
ma_engine_set_volume, again per-sound in AudioEngine, and again
via pre-multiplication in the UI. Removed redundant master volume
multiplications so each channel volume is independent and master
applies once through the engine. Added About tab to settings with
developer info and GitHub link.
- Add aura icons below target frame with buff/debuff color coding
- Show spell icons with hover tooltips and duration countdowns
- Change SPELL_FAILED_ONLY_SHAPESHIFT message to cover warrior stances
Extends the WMO normal mapping/POM system to character M2 models with
bone-skinned tangents. Auto-generates normal/height maps from diffuse
textures using luminance→height, Sobel→normals (same algorithm as WMO).
- Expand vertex buffer from M2Vertex (48B) to CharVertexGPU (56B) with
tangent vec4 computed via Lengyel's method in setupModelBuffers()
- Tangents are bone-transformed and Gram-Schmidt orthogonalized in the
vertex shader, output as TBN for fragment shader consumption
- Fragment shader gains POM ray marching, normal map blending, and LOD
crossfade via dFdx/dFdy (identical to WMO shader)
- Descriptor set 1 extended with binding 2 for normal/height sampler
- Settings (enable, strength, POM quality) wired from game_screen.cpp
to both WMO and character renderers via shared UI controls
POM fixes: use blurred height only for ray march (keep crisp Sobel for
normals), reduce pomScale 0.03→0.012, clamp grazing angle denominator
to 0.15, hard-limit max UV offset, smooth fadeout at steep view angles.
Add Normal Map Strength slider (0.0-2.0) in Video settings for user
control over surface detail intensity. Persisted across sessions.
Generate normal+height maps from diffuse textures at load time using
luminance-to-height and Sobel 3x3 filtering. Compute per-vertex tangents
via Lengyel's method for TBN basis construction.
Fragment shader uses screen-space UV derivatives (dFdx/dFdy) for smooth
LOD crossfade and angle-adaptive POM sample counts. Flat textures
naturally produce low height variance, causing POM to self-select off.
Settings: Normal Mapping on by default, POM off by default with
Low/Medium/High quality presets. Persisted across sessions.
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)
- gate selection-circle rendering to UNIT and PLAYER targets only
- clear selection circle for non-unit target types (including gameobjects)
- keep target position updates unchanged for facing/interaction logic
- reduce per-tile ground clutter generation pressure and enforce tighter caps to avoid spikes
- remove expensive detail dedupe scans from the hot render path
- add progressive/lazy clutter updates around player movement to smooth frame pacing
- lower noisy runtime INFO logging to DEBUG/throttled paths
- keep terrain/game screen updates responsive while preserving existing behavior
- make tab-target accept units that are either faction-hostile or actively aggressive toward the player\n- fix cases where enemies remain un-tab-targetable after combat starts due to stale/friendly faction state\n- prefer hostile UNIT picks over nearby GAMEOBJECT picks for both left-click target and right-click interact flows\n- keep existing dead-unit filtering and interaction behavior intact while improving combat target acquisition
- Keep WotLK chest flow stock-like by relying on GAMEOBJ_USE/REPORT_USE instead of forcing eager CMSG_LOOT.
- Preserve fallback eager-loot behavior for Classic/Turtle paths with bounded retries.
- Improve GO targeting usability by allowing gameobject pick/retarget in world click logic.
- Remove temporary loot/chest diagnostic LOG_INFO traces added during chest-open debugging.
Allow equipped bags to be moved through the shared inventory pickup/drop flow, including dragging from bag contents to bag bar and back from bag bar into bag/backpack slots.
Changes:
- Add InventoryScreen APIs to begin pickup from an equipment slot and drop held item into a target equipment slot.
- Treat inventory type 18 (bags) as valid drops on BAG1-BAG4 during slot validation.
- Route equipment placement in online mode through swapContainerItems with explicit src/dst addressing for deterministic bag slot moves.
- Update bag bar hover-drop path to use InventoryScreen drop API instead of direct local slot mutation.
- On bag bar drag start, hand off to inventory held-item drag when inventory/character UI is open so drops into bag/backpack slots work.
- Use interpolated moveInstanceTo() for normal server NPC position deltas so walk/run animations play instead of visual sliding
- Keep hard snaps only for dead units and large corrections/teleports
- Add per-creature render position cache to drive interpolation safely across frames and clear it on spawn/despawn/reset
- Keep minimap controls visible regardless of quest-status availability
- Correct minimap NPC/quest marker projection mapping to match minimap shader transform
- Add optional nearby NPC minimap dots setting (default OFF), exposed in Gameplay > Interface and persisted in settings
- Right-click attack fallback for non-interactable hostile creatures
- Robust creature skin path resolution for WotLK/non-humanoid display skin fields
- Strengthened client-side anti-overlap spacing for active melee targets (including wolf/worg models)
- Minimap questgiver markers now use live minimap view radius and exact minimap center to prevent player-relative drift
Selection ring rendering has been upgraded to better match WoW-like target feedback and remain readable across complex geometry.
Visual updates:
- Reworked ring mesh/shader from a simple two-band strip to a unit-disc + radial fragment shaping.
- Implemented a thinner outer ring profile.
- Added an inward color/alpha gradient that fades from the ring toward the center.
Placement/anchoring updates:
- Added CharacterRenderer::getInstanceFootZ() to query model foot plane from instance bounds.
- Added Application::getRenderFootZForGuid() to resolve per-GUID foot height via live instance mapping.
- Updated GameScreen target selection placement to anchor the effect at target foot Z.
Ground/surface stability:
- In renderSelectionCircle(), added floor clamping against terrain, WMO, and M2 floor probes at target XY.
- Raised final placement offset to reduce residual clipping on uneven surfaces.
Depth/visibility behavior:
- Added polygon offset during ring draw to reduce z-fighting.
- Disabled depth testing for the selection effect draw pass (with state restore) so the ring remains visible through terrain/WMO occluders, per requested behavior.
State safety:
- Restored modified GL state after selection pass (depth test / polygon offset / depth mask / cull).
Build validation:
- Verified with cmake build target "wowee" after each stage; final build succeeds.
Combat state/UI:
- Split attack intent from server-confirmed auto attack in GameHandler.
- Add explicit combat state helpers (intent, confirmed, combat-with-target).
- Update player/target frame and renderer in-combat indicators to use confirmed combat.
- Add intent-only visual state in UI to avoid false combat feedback.
Animation correctness:
- Correct combat-ready animation IDs to canonical ready stances (22/23/24/25).
- Remove hit/wound-like stance behavior caused by incorrect ready IDs.
Classic/TBC/Turtle melee reliability:
- Tighten melee sync while attack intent is active: faster swing resend, tighter facing threshold, and faster facing cadence for classic-like expansions.
- Send immediate movement heartbeat after facing corrections and during stationary melee sync windows.
- Handle melee error opcodes explicitly (NOTINRANGE/BADFACING/NOTSTANDING/CANT_ATTACK) and immediately resync facing/swing where appropriate.
- On ATTACKSTOP with persistent intent, immediately reassert ATTACKSWING.
- Increase movement heartbeat cadence during active classic-like melee intent.
Server compatibility/anti-cheat stability:
- Restrict legacy force-movement/speed/teleport ACK behavior for classic-like flows to avoid unsolicited order acknowledgements.
- Preserve local movement state updates while preventing bad-order ACK noise.
Bag bar: left-click drag bags to swap positions using CMSG_SWAP_ITEM
with INVENTORY_SLOT_BAG_0 (255). Local optimistic swap for instant
feedback. Camera controller now respects ImGui WantCaptureMouse.
Vendor auto-open bags only triggers once per session.
Fix opcodes: CMSG_GAMEOBJECT_USE 0x01B→0x0B1 (typo caused
SMSG_FORCEACTIONSHOW spam), CMSG_CANCEL_AURA 0x033→0x136,
SMSG_SELL_ITEM 0x1A4→0x1A1.
Replace 2D screen-space ding rings with real WoW LevelUp.m2 particle/geometry
effect. Fix FBlock particle color parsing (C3Vector floats, not CImVector bytes)
which was producing blue/red instead of golden yellow. Spell effect models bypass
particle dampeners, glow sprite conversion, Mod→Additive blend override, and all
collision (floor/wall/camera) to prevent camera zoom-in. Other players' level-ups
trigger the 3D effect at their position with group chat notification. F7 hotkey
for testing.
- getSpellCastResultString now returns "Not enough rage/energy/focus/runic power" based on player power type instead of always "Not enough mana"
- Fix NPC combat messages concatenating onto previous lines by combining prefix+body into single renderTextWithLinks call instead of TextWrapped+SameLine
- Improve generic error strings to be more WoW-authentic (Invalid target, Target not in line of sight, etc.)
Warriors (rage) and rogues/druids (energy) had no power bar rendered
when maxPower was 0 — the server often omits UNIT_FIELD_MAXPOWER1 for
rage-based classes since rage starts at 0. Rage and energy always cap
at 100, so default maxPower to 100 when the server sends 0 for those
power types. Also unified bar height to 18px (matching health bar) and
added proper power-type colour to the target frame bar (was always blue).
- game_handler.cpp: use-after-move on node.id after std::move(node)
(save nodeId before the move)
- tcp_socket.cpp, world_socket.cpp: virtual call in destructor bypasses
dispatch; use qualified TCPSocket::disconnect() / WorldSocket::disconnect()
to make intent explicit
- wmo_renderer.cpp: float loop counters risk precision drift; replace with
integer step counts and reconstruct float from index
- game_screen.cpp: (float + 0.5) cast to int is incorrect rounding;
use std::lround instead
- use interpolated target position (getX/Y/Z) for selection circle placement
- avoids drawing circle at movement destination before creature arrives
- keeps previous target interpolation update guarantees
- use movement animation (prefer run, fallback walk) for server-driven creature moves
- synthesize short movement duration for duration-less movement deltas to avoid glide/attack-pose sliding
- return to idle after both walk/run movement states
- drive target circle from entity latest position and always interpolate selected/engaged targets
- parse and cache item class/subclass, damage range, and attack delay from item query responses
- render weapon damage, speed, and DPS in the shared item-link tooltip
- render weapon damage, speed, and DPS in vendor hover tooltips
- keep armor and primary stat lines intact
PushID(item.slot) causes conflicting IDs when the server sends items with
duplicate or zero slot values. Use the loop index instead, which is always
unique regardless of what the server puts in the slot field.
Auto-detect whether SMSG_LIST_INVENTORY has 7 fields (28 bytes/item, no
extendedCost) or 8 fields (32 bytes/item) per item from packet size. Servers
that omit extendedCost caused every item after the first to have garbage prices
due to misaligned field reads.
Also remove the [+Tokens] hybrid indicator; only show [Tokens] on pure
token-purchased items (buyPrice==0 && extendedCost!=0).