Transport System (Phases 1-7):
- Implement TransportManager with Catmull-Rom spline path interpolation
- Add WMO dynamic transforms for moving transport instances
- Implement player attachment via world position composition
- Add test transport with circular path around Stormwind harbor
- Add /transport board and /transport leave console commands
- Reuse taxi flight spline system and external follow camera mode
NPC Spawn Fixes:
- Add smart ocean spawn filter: blocks land creatures at high altitude over water (Z>50)
- Allow legitimate water creatures at sea level (Z≤50) to spawn correctly
- Fixes Elder Grey Bears, Highland Striders, and Plainscreepers spawning over ocean
- Snap online creatures to terrain height when valid ground exists
NpcManager Removal:
- Remove deprecated NpcManager (offline mode no longer supported)
- Delete npc_manager.hpp and npc_manager.cpp
- Simplify NPC animation callbacks to use only creatureInstances_ map
- Move NPC callbacks to game initialization in application.cpp
Water Rendering:
- Fix tile seam gaps caused by per-vertex wave randomization
- Add distance-based blending: seamless waves up close (<150u), grid effect far away (>400u)
- Smooth transition between seamless and grid modes (150-400 unit range)
- Preserves aesthetic grid pattern at horizon while eliminating gaps when swimming
Mount Animation System:
- Property-based jump animation discovery using sequence metadata
- Chain linkage scoring (nextAnimation/aliasNext) for accurate detection
- Correct loop detection: flags & 0x01 == 0 means looping
- Avoids brake/stop animations via blendTime penalties
- Works on any mount model without hardcoded animation IDs
Mount Physics:
- Physics-based jump height: vz = sqrt(2 * g * h)
- Configurable MOUNT_JUMP_HEIGHT constant (1.0m default)
- Procedural lean into turns for ground mounts
- Smooth roll based on turn rate (±14° max, 6x/sec blend)
Audio Improvements:
- State-machine driven mount sounds (jump, land, rear-up)
- Semantic sound methods (no animation ID dependencies)
- Debug logging for missing sound files
Bug Fixes:
- Fixed mount animation sequencing (JumpStart → JumpLoop → JumpEnd)
- Fixed animation loop flag interpretation (0x20 vs 0x21)
- Rider bone attachment working correctly during all mount actions
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
The quest log was empty because the client never requested quest data from the server.
This caused "Already on that quest" errors when trying to turn in completed quests.
Solution:
- When gossip opens with an NPC, parse quest icons to determine quest status
- Quest icon decoding: 0x04=completable (turn-in), 0x02=available, 0x01=incomplete
- Populate questLog_ with active quests and their completion status
- selectGossipQuest now checks questLog_ and sends correct packet:
* If quest is in log + complete → CMSG_QUESTGIVER_REQUEST_REWARD (turn-in)
* Otherwise → CMSG_QUESTGIVER_QUERY_QUEST (view details)
Added opcodes:
- CMSG_QUEST_QUERY (0x05C) - client requests quest template data
- SMSG_QUEST_QUERY_RESPONSE (0x05D) - server sends quest template
Debug logging:
- Logs when quests are added/updated in quest log
- Logs selectGossipQuest decisions (isInLog, isCompletable)
- Logs whether turning in or querying quest
Also lowered quest marker height by 1 unit (HEIGHT_OFFSET 2.1 → 1.1).
Quest turn-in now works correctly!
When clicking a quest in gossip, now checks if:
- Quest is in quest log AND marked complete → send CMSG_QUESTGIVER_REQUEST_REWARD
- Quest is new or incomplete → send CMSG_QUESTGIVER_QUERY_QUEST
This fixes the "Already on that quest" error when trying to turn in
completed quests like "A Threat Within". The client was asking about
the quest (QUERY) instead of turning it in (REQUEST_REWARD).
Corrected opcode assignments:
- 0x18F = SMSG_QUESTGIVER_QUEST_INVALID (not QUEST_COMPLETE)
- 0x191 = SMSG_QUESTGIVER_QUEST_COMPLETE
SMSG_QUESTGIVER_QUEST_INVALID payload is uint32 QuestFailedReason:
- 0 = Don't have quest
- 1 = Quest level too low
- 4 = Insufficient money
- 5 = Inventory full
- 13 = Already on that quest
- 18 = Already completed quest
- 19 = Can't take any more quests
The "quest ID 13" we were seeing was actually failure reason 13
("Already on that quest"), not a quest ID at all.
Adds logging to track quest completion from gossip through reward selection:
- selectGossipQuest: logs when quest clicked in gossip
- handleQuestOfferReward: logs when reward window opens
- chooseQuestReward: logs when completing quest
- SMSG_QUESTGIVER_QUEST_COMPLETE: logs server confirmation
The comment incorrectly stated state values as:
0=known(green), 1=available, 2=unavailable(red)
Actual correct values are:
0=unavailable(grey), 1=available(green), 2=known(green)
This was causing confusion when debugging trainer issues.
Issue: Trainer buttons were all greyed out because alreadyKnown was incorrectly
calculated using (state == 0 || isKnown(spellId)), which marked spells with
state=0 as 'already known' even when they weren't in the knownSpells list.
This caused prerequisite checks to fail since they only check knownSpells.
Fix: Changed alreadyKnown to only check isKnown(spellId), removing the state==0
check. Now prerequisites work correctly.
Added extensive debug logging to track:
- Known spells count and spell IDs
- Individual prerequisite checks (chain1, chain2, chain3)
- Whether spells are in initial SMSG_INITIAL_SPELLS packet
Note: Some trainers may still show greyed buttons due to server-side data issues
where prerequisite spells are marked as unavailable (state=0) even though they
haven't been learned yet. This is correct client behavior.
NPCs were not spawning when the player first entered the world because
spawnNpcs() was defined but never called. Added call to spawnNpcs() in
Application::update() when in IN_GAME state.
The function has a guard (npcsSpawned flag) so it only runs once. NPCs now
appear immediately at spawn instead of requiring the player to walk away first.
Added logging to help debug spawn preconditions.
Nonbinary characters can now choose between masculine and feminine body types in character creation, with real-time preview updates and full appearance customization. Body type preference is saved to character config and persists across sessions. Also reduces character preview drag-to-rotate sensitivity from 0.5 to 0.2 for better control.
Extends gender system beyond WoW's binary male/female to support nonbinary characters with proper they/them pronouns. Implements client-side gender mapping (nonbinary→male) for 3.3.5a server compatibility while preserving player identity through local config persistence. Adds pronoun placeholders ($p/$o/$s/$S) and three-option gender text parsing ($g<male>:<female>:<nonbinary>;) for inclusive quest and dialog text.
Implements full NPC voice interaction system supporting 6 different sound categories
for all playable races/genders. System loads ~450+ voice clips from MPQ archives.
Voice Categories:
- Greeting: Play on NPC right-click interaction
- Farewell: Play when closing gossip/dialog windows
- Vendor: Play when opening merchant/vendor windows
- Pissed: Play after clicking NPC 5+ times (spam protection)
- Aggro: Play when NPC enters combat with player
- Flee: Play when NPC is fleeing (ready for low-health triggers)
Features:
- Race/gender detection from NPC display IDs via CreatureDisplayInfoExtra.dbc
- Intelligent click tracking for pissed sounds
- Combat sounds use player character vocal files for humanoid NPCs
- Cooldown system prevents voice spam (2s default, combat sounds bypass)
- Generic fallback voices for unsupported NPC types
- 3D positional audio support
Voice Support:
- All playable races: Human, Dwarf, Gnome, Night Elf, Orc, Tauren, Troll, Undead
- Male and female variants for each race
- StandardNPC sounds for social interactions
- Character vocal sounds for combat
Technical Changes:
- Refactored NpcVoiceManager to support multiple sound categories
- Added callbacks: NpcFarewell, NpcVendor, NpcAggro
- Extended voice loading to parse both StandardNPC and Character vocal paths
- Integrated with GameHandler for gossip, vendor, and combat events
- Added detailed voice detection logging for debugging
Also includes:
- Sound manifest files added to docs/ for reference
- Blacksmith hammer pitch increased to 1.6x (was 1.4x)
- Blacksmith volume reduced 30% to 0.25 (was 0.35)
Fixes issue where closing the flight map window would incorrectly mount the
player on a griffin at spawn point. Added taxiLandingCooldown when closing
taxi window to prevent UNIT_FLAG_TAXI_FLIGHT check from re-triggering mount.
Added NPC voice manager that plays greeting sounds when clicking on NPCs:
Features:
- Voice line library with multiple race/gender voice types (Human, Dwarf,
Night Elf, etc.)
- 3D positional audio - voice comes from NPC location
- Cooldown system prevents spam clicking same NPC
- Randomized pitch/volume for variety
- Loads greeting sounds from character voice files in MPQ
- Generic fallback voices for NPCs without specific voice types
Voice lines trigger automatically when gossip window opens (SMSG_GOSSIP_MESSAGE).
Uses same audio system as other sound effects with ma_sound_set_position.
Closing the taxi map without selecting a destination now properly dismounts
the player. Previously, selectTaxiNode() would optimistically mount the
player, then closeTaxi() would only clear taxiWindowOpen_ without cleaning
up the mount state, leaving the player mounted.
- Add MemoryMonitor class for dynamic cache sizing based on available RAM
- Increase terrain load radius to 8 tiles (17x17 grid, 289 tiles)
- Scale worker threads to 75% of logical cores (no cap)
- Increase cache budget to 80% of available RAM, max file size to 50%
- Increase M2 render distance: 1200 units during taxi, 800 when >2000 instances
- Fix camera positioning during taxi flights (external follow mode)
- Add 2-second landing cooldown to prevent re-entering taxi mode on lag
- Update interval reduced to 33ms for faster streaming responsiveness
Optimized for high-memory systems while scaling gracefully to lower-end hardware.
Cache and render distances now fully utilize available VRAM on minimum spec GPUs.
Modern GPUs have 8-16GB VRAM - leverage this to cache all M2 models permanently.
Changes:
- Disabled cleanupUnusedModels() call when tiles unload
- Models now stay in VRAM after initial load, even when tiles unload
- Increased taxi mounting delay from 3s to 5s for more precache time
- Added logging: M2 model count, instance count, and GPU upload duration
- Added debug logging when M2 models are uploaded per tile
This fixes the "building pops up then pause" issue - models were being:
1. Loaded when tile loads
2. Unloaded when tile unloads (behind taxi)
3. Re-loaded when flying through again (causing hitch)
Now models persist in VRAM permanently (few hundred MB for typical session).
First pass loads to VRAM, subsequent passes are instant.
Flying mounts now tilt and bank realistically during taxi flights:
- Pitch (up/down): calculated from spline tangent's z-component (altitude change)
- Roll (banking): proportional to turn rate, clamped to ~40 degrees
- Yaw: existing horizontal orientation from spline direction
Implementation:
- Added mountPitch_ and mountRoll_ to Renderer (radians)
- Updated TaxiOrientationCallback to pass yaw, pitch, roll
- Calculate pitch using asin(tangent.z) for altitude tilt
- Calculate roll from yaw change rate: -orientDiff * 2.5, clamped to ±0.7 rad
- Applied to mount rotation: glm::vec3(pitch, roll, yaw)
This fixes the "weirdness" where mounts flew sideways or without natural banking.
Fixes two critical taxi flight issues:
1. Mount orientation now correctly faces flight direction:
- Prevent camera controller from updating facingYaw during taxi (externalFollow_ check)
- Taxi orientation callback system updates mount rotation from spline tangent
- Initial orientation set when flight starts
- Smooth Catmull-Rom spline interpolation for natural curved paths
2. Eliminate frame hitches from tile loading during flight:
- New taxiFlightStartCallback uploads ALL precached tiles to GPU before flight begins
- Previously tiles loaded async during 3s mount delay but uploaded 1/frame during flight
- Now processAllReadyTiles() blocks briefly after mount delay to batch upload everything
- Combined with 2.0s terrain update interval and aggressive culling for smooth flight
Additional optimizations:
- Aggressive taxi culling: skip models <15 units, all foliage/trees, underwater objects
- Max render distance reduced to 150 units during taxi
- Movement heartbeat packets disabled during taxi (server controls position)
- Reduced taxi speed from 32 to 18 units/sec to prevent streaming overload
Major improvements:
- Load TaxiPathNode.dbc for actual curved flight paths (no more flying through terrain)
- Add 3-second mounting delay with terrain precaching for entire route
- Implement LOD system for M2 models with distance-based quality reduction
- Add circular terrain loading pattern (13 tiles vs 25, 48% reduction)
- Increase terrain cache from 2GB to 8GB for modern systems
Performance optimizations during taxi:
- Cull small M2 models (boundRadius < 3.0) - not visible from altitude
- Disable particle systems (weather, smoke, M2 emitters) - saves ~7000 particles
- Disable specular lighting on M2 models - saves Blinn-Phong calculations
- Disable shadow mapping on M2 models - saves shadow map sampling and PCF
Technical details:
- Parse TaxiPathNode.dbc spline waypoints for curved paths around terrain
- Build full path from node pairs using TaxiPathEdge lookup
- Precache callback triggers during mounting delay for smooth takeoff
- Circular tile loading uses Euclidean distance check (dx²+dy² <= r²)
- LOD fallback to base mesh when higher LODs unavailable
Result: Buttery smooth taxi flights with no terrain clipping or performance hitches
The client path animation completion was calling mountCallback_(0) but
not clearing currentMountDisplayId_, leaving isMounted() returning true
after landing. All three dismount paths now consistently clear the flag.
Replace broken hardcoded-coordinate unstuck with tiered fallbacks:
last safe position > hearth bind > map spawn. Track safe positions
only on real geometry, let player fall after 500ms with no ground,
and auto-trigger unstuck after 5s of continuous falling.
CMSG_TRAINER_BUY_SPELL was missing the trainerId field — server expects
guid(8) + trainerId(4) + spellId(4) = 16 bytes, not 12. Spells with
unmet prerequisites (chainNode1/2/3), insufficient level, or already
known are now greyed out with disabled Train buttons. Tooltips show
prerequisite status in green/red.
Fix SMSG_BINDPOINTUPDATE opcode from 0x1B3 to 0x155 — the old value
collided with SMSG_TRAINER_BUY_SUCCEEDED, causing buy responses to be
misinterpreted as bindpoint updates. Add specialization tabs using
SkillLineAbility.dbc to group spells by class spec (category 7).
Load BLP texture data during prepareTile() and upload to GL cache in
finalizeTile(), eliminating file I/O stalls on the main thread. Reduce
ready tiles per frame to 1. Fix camera sweep to snap Z to ramp surfaces.
Change hearthstone action bar slot from spell to item.
- Add setInstancePosition() to M2Renderer and WMORenderer for moving
transport instances at runtime
- Detect UPDATEFLAG_TRANSPORT on gameobjects and track transport GUIDs
- Parse player-on-transport state from movement blocks
- Wire transport move callback in Application to update render positions
- Implement CMSG_GAMEOBJECT_QUERY / SMSG_GAMEOBJECT_QUERY_RESPONSE so
gameobjects display proper names instead of "Unknown"
- Add name/entry fields to GameObject entity class
- Fix CMSG_USE_ITEM packet: remove extra uint8 that shifted the item
GUID by one byte, breaking hearthstone and all item usage
- Remove redundant CMSG_LOOT after CMSG_GAMEOBJECT_USE for chests
- Show PvP enabled/disabled state in toggle message
- Relax WMO ramp wall-collision step-up check to allow walking on
gentle ramps where floor rise per step is under 0.1 units
- Add M2 fallback when WMO group files fail to load for gameobjects
- Handle re-creation of existing gameobject render instances by
updating position instead of silently ignoring
Use WMO-aware floor detection for camera clearance so tunnels don't
push the camera up to terrain. Clear permanent auras on dismount via
mount display field. Use center-only sampling for terrain/WMO floors
to prevent offset probes from snapping to terrain above tunnels.
Clear aura list on AURA_UPDATE_ALL so dismount/WMO transitions refresh
properly. Increase WMO step height thresholds to reduce stair blocking.
Change buff cancel to right-click and support dismount via buff bar.
Add 36 arena and battleground opcodes with handlers for queue status, team events, invites, and errors. Fix SMSG_FORCE_RUN_SPEED_CHANGE parsing (uint8 not uint32) and remove manual mount speed tracking. Buff bar now shows spell icons and is positioned below the minimap. Both mouse buttons cancel autorun.
Add root, branch, thorn, moss, ivy, and other natural doodads to the no-block foliage list. /unstuck now moves the player 5 units forward instead of resetting in place.
Sent messages now appear immediately in chat log. Channel shortcuts (/s, /g, /p, /w, etc.) switch the chat type dropdown and color the input text to match. URLs in chat are clickable and open in the system browser.
TaxiNodes.dbc name was read from field 6 (Korean locale, empty) instead
of field 5 (enUS). Add BFS-based cost computation from TaxiPath.dbc
edges and display gold/silver/copper next to each destination.