The "You are dead." dialog now shows a "Release in M:SS" countdown
tracking time elapsed since death. The countdown runs from 6 minutes
(WoW's forced-release window) and disappears once it reaches zero.
Timer resets automatically when the player is no longer dead.
- Zone entry toast: centered slide-down banner when entering a new
zone (tracks renderer's zone name, fires on change)
- Talent indicator: pulsing green '! N Talent Points Available' below
minimap alongside existing New Mail / BG queue indicators
Parse SMSG_DUEL_COUNTDOWN to get the countdown duration, track the
start time, and render a large centered countdown overlay. Numbers
display in pulsing gold; transitions to pulsing red 'Fight!' for the
last 0.5 seconds. Countdown clears on SMSG_DUEL_COMPLETE.
Show a color-coded reputation progress bar for the most recently gained
faction above the XP bar. The bar is auto-shown when any faction rep
changes (watchedFactionId_ tracks the last changed faction). Colors
follow WoW conventions: red=Hated/Hostile, orange=Unfriendly,
yellow=Neutral, green=Friendly, blue=Honored, purple=Revered,
gold=Exalted. Tooltip shows exact standing values on hover.
When a quest is turned in (SMSG_QUESTGIVER_QUEST_COMPLETE), a gold-bordered
toast slides in from the right showing "Quest Complete" header with the quest
title, consistent with the rep change and achievement toast systems.
Floating window right of the cast bar showing player's DPS and healing
per second, derived from combat text entries. Uses actual combat duration
as denominator for accurate readings at fight start. Toggle in Settings
> Network. Saves to settings.cfg.
RAID_WARNING messages show as flashing red/yellow large text.
RAID_BOSS_EMOTE and MONSTER_EMOTE show as amber text.
Each message fades in quickly, holds for 5 seconds, then fades out.
Up to 3 messages stack vertically below the target frame area.
Dark semi-transparent background box improves readability.
Messages are detected from new chat history entries each frame.
Persist damage_flash to settings.cfg; checkbox in Interface > Screen Effects.
Fix world map fog: trust server exploration mask unconditionally when present,
always reveal the current zone immediately regardless of server mask state.
Store SMSG_THREAT_UPDATE/SMSG_HIGHEST_THREAT_UPDATE in a per-unit map
(sorted descending by threat) and clear on SMSG_THREAT_REMOVE/CLEAR.
Show a threat window (/threat or via target frame button) with a progress
bar per player and gold highlight for the tank, red if local player has aggro.
Store inspect results (talent points, dual-spec state, gear entries) in a
new InspectResult struct instead of discarding them as chat messages.
Open the inspect window automatically from all Inspect menu items and /inspect.
Social frame now has three tabs: Friends, Ignore, and Channels. The
Channels tab lists joined channels with right-click Leave and an input
to join new channels.
Also adds a slide-in reputation change toast in the lower-right corner:
shows faction name, delta (+/-), and current standing tier (Honored,
Revered, etc.) whenever SMSG_SET_FACTION_STANDING fires a rep change.
Level-up now calls triggerDing() (sound + emote + fade text) in addition to
the screen flash. Achievement earned now calls triggerAchievementToast() via
setAchievementEarnedCallback(), making the existing toast animation visible.
Shows a "New messages" button below the chat history area when the
user has scrolled away from the latest messages. Clicking it jumps
back to the most recent messages.
When the player gains a level, a golden vignette flashes on screen edges
and a large "Level X!" text briefly appears in the center, both fading
over ~1 second. Uses the existing LevelUpCallback from GameHandler.
Up arrow in the chat input field recalls previously sent messages.
Down arrow moves forward through history; going past the end clears input.
History stores up to 50 unique entries and resets position after each send.
/target <name> searches visible entities by case-insensitive prefix match.
Red vignette flashes on screen edges when player HP drops, fading over 0.5s.
Adds a 0.5x-2.0x scale slider under Nameplates in the Interface settings tab. The scale multiplies the base 80×8px nameplate health bar dimensions. Setting is persisted to settings.cfg as 'nameplate_scale'.
Adds a 0.5x-1.5x scale slider under Action Bars in the Interface settings tab. The scale multiplies the base 48px slot size for both the main bar and XP bar layout calculations. The setting is persisted to settings.cfg as 'action_bar_scale'.
Chests (and lockboxes, coffers, etc.) failed to open because CMSG_LOOT
was only sent on Classic/Turtle expansions, and only when GO type was
already cached as type 3. Fix: always send CMSG_LOOT after
CMSG_GAMEOBJ_USE (server silently ignores it for non-lootable objects).
Also broaden CMSG_GAMEOBJ_REPORT_USE to all non-mailbox WotLK GOs.
Latency meter: record pingTimestamp_ in sendPing() and compute RTT in
handlePong(); add toggleable "Show Latency Meter" checkbox in Interface
settings (saved to settings.cfg).
Implement quick-access quality presets (Low, Medium, High, Ultra) that adjust multiple graphics settings at once for better user experience. Each preset configures:
- Shadow rendering and distance
- Anti-aliasing (MSAA) level
- Normal mapping and parallax mapping
- Ground clutter density
The system automatically detects when settings deviate from a preset and marks them as "Custom". Presets are persisted to settings.cfg for consistency across sessions. Users can quickly switch between performance and quality modes or tweak individual settings as needed.
- Add showMinimap_ and showRaidFrames_ visibility flags to GameScreen
- Wire up TOGGLE_MINIMAP (M key) to toggle minimap visibility
- Wire up TOGGLE_RAID_FRAMES (F key) to toggle party/raid frame visibility
- Conditional rendering of minimap markers and party frames
- Completes keybinding manager integration for all 15 customizable actions
Implement showWorldMap_ state variable and TOGGLE_WORLD_MAP keybinding
integration to allow players to customize the W key binding for opening/
closing the World Map, consistent with other window toggles like Nameplates
(V key) and Guild Roster (O key).
- Extended KeybindingManager enum with TOGGLE_GUILD_ROSTER (O) and
TOGGLE_DUNGEON_FINDER (J) to replace hard-coded key checks
- Added Controls tab in Settings UI for rebinding all 10 customizable actions
- Implemented real-time key capture and binding with visual feedback
- Integrated keybinding persistence with main settings.cfg file
- Replaced hard-coded O key (Guild Roster) and I key (Dungeon Finder) checks
with KeybindingManager::isActionPressed() calls
- Added Reset to Defaults button for restoring original keybindings
Shows a centered modal when LfgState::Proposal is active regardless of
whether the Dungeon Finder window is open, matching WoW behaviour where
the accept/decline prompt always appears over the game world.
Mirrors the BG invite popup pattern; buttons call lfgAcceptProposal().
Add a compact focus target frame on the right side of the screen
when the player has a focus target set via /focus.
- Shows [Focus] label, name (colored by hostility/level diff), level
- HP bar with green→yellow→red coloring; power bar with type colors
- Cast bar showing spell name and remaining time when focus is casting
- Clicking the frame targets the focus entity
- Clears automatically when focus is lost (/clearfocus)
Replace the text-only "/join to enter" message with an interactive
popup that shows the BG name, a live countdown progress bar, and
Enter/Leave Queue buttons.
- Parse STATUS_WAIT_JOIN timeout from SMSG_BATTLEFIELD_STATUS
- Store inviteReceivedTime (steady_clock) on the queue slot
- BgQueueSlot moved to public section so UI can read invite details
- Add declineBattlefield() that sends CMSG_BATTLEFIELD_PORT(action=0)
- acceptBattlefield() optimistically sets statusId=3 to dismiss popup
- renderBgInvitePopup: colored countdown bar (green→yellow→red),
named BG (Alterac Valley, Warsong Gulch, etc.), auto-dismisses on expiry
- Parse SMSG_ALL_ACHIEVEMENT_DATA on login to populate earnedAchievements_ set
- Pass achievement name through callback so toast shows name instead of ID
- Add renderItemTooltip(ItemQueryResponseData) overload for loot/non-inventory contexts
- Loot window now shows full item tooltip on hover (stats, sell price, bind type, etc.)
Action bars:
- Expand from 2 bars (24 slots) to 4 bars (48 slots)
- Bar 2: right-edge vertical bar (slots 24-35), off by default
- Bar 3: left-edge vertical bar (slots 36-47), off by default
- New "Interface" settings tab with toggles and offset sliders for all bars
- XP bar Y position now tracks bar 2 visibility and vertical offset
HUD resize fix:
- All HUD elements (action bars, bag bar, XP bar, cast bar, mirror timers)
now use ImGui::GetIO().DisplaySize instead of window->getWidth/Height()
- DisplaySize is always in sync with the current frame — eliminates the
one-frame lag that caused bars to misalign after window resize
Player nameplates:
- Show player name only on nameplate (no level number clutter)
- Fall back to "Player (level)" while name query is pending
- NPC nameplates unchanged (still show "level Name")
XP bar rest state:
- isResting_ now set from PLAYER_BYTES_2 byte 3 bit 0 (rest state flag)
on both CREATE and VALUES update object handlers
- playerRestedXp_ was missing from VALUES handler — now tracked there too
- Eliminates dependency on SMSG_SET_REST_START (wrong in WotLK opcodes.json)
Interface settings:
- New "Interface" tab in Settings window
- "Show Second Action Bar" toggle (default: on)
- Horizontal/vertical position offset sliders for bar 2
- Settings persisted to/from save file
- SMSG_IGNORE_LIST was silently consumed; now parses guid+name pairs to
populate ignoreCache so /unignore works correctly for pre-existing
ignores loaded at login.
- MSG_TALENT_WIPE_CONFIRM was discarded without responding; now parses
the NPC GUID and cost, shows a confirm dialog, and sends the required
response packet when the player confirms. Without this, talent reset
via Talent Master NPC was completely broken.
Store structured friend data (online status, level, area, class) that
was previously discarded in handleFriendList/handleContactList. New
ContactEntry struct lives in game_handler.hpp; getContacts() exposes it.
UI: the O-key Social window (formerly guild-only) now has a Friends tab.
- Shows online/offline status dot, name, level, and AFK/DND label
- Pressing O when not in a guild opens Social directly on the Friends tab
- The window title changed from "Guild" to "Social" for accuracy
- Non-guild players no longer get a "not in a guild" rejection on O press
Renders a compact top-centre overlay showing Alliance vs Horde scores
when the player is in a recognised battleground map. Score values are
read directly from the world state map maintained by SMSG_INIT_WORLD_STATES
and SMSG_UPDATE_WORLD_STATE, so no extra server packets are needed.
Supported maps:
489 – Warsong Gulch (flag captures, max 3)
529 – Arathi Basin (resources, max 1600)
30 – Alterac Valley (reinforcements, max 600)
566 – Eye of the Storm (resources, max 1600)
607 – Strand of Ancients
When a player releases spirit, the server sends SMSG_DEATH_RELEASE_LOC
with the corpse map and position. Store this so the ghost can reclaim.
New flow:
- SMSG_DEATH_RELEASE_LOC now stores corpseMapId_/corpseX_/Y_/Z_ instead
of logging and discarding
- canReclaimCorpse(): true when ghost is on same map within 40 yards of
stored corpse position
- reclaimCorpse(): sends CMSG_RECLAIM_CORPSE (no payload)
- renderReclaimCorpseButton(): shows "Resurrect from Corpse" button at
bottom-center when canReclaimCorpse() is true
Socket fixes (fixes Windows-only connection failure):
- WorldSocket::connect() now waits for non-blocking connect to complete with
select() before returning, preventing WSAENOTCONN on the first recv() call
on Windows (Linux handles this implicitly but Windows requires writability
poll after non-blocking connect)
- Add net::isConnectionClosed() helper: treats WSAENOTCONN/WSAECONNRESET/
WSAESHUTDOWN/WSAECONNABORTED as graceful peer-close rather than recv errors
- Apply isConnectionClosed() in both WorldSocket and TCPSocket recv loops
UI:
- Add renderBossFrames(): displays boss unit health bars in top-right corner
when SMSG_UPDATE_INSTANCE_ENCOUNTER_UNIT has active slots; supports
click-to-target and color-coded health bars (red→orange→yellow as HP drops)
Parse SMSG_RESYNC_RUNES, SMSG_ADD_RUNE_POWER, and SMSG_CONVERT_RUNE to
track the state of all 6 DK runes (Blood/Unholy/Frost/Death type,
ready flag, and cooldown fraction). Render a six-square rune bar below
the Runic Power bar when the player is class 6, with per-type colors
(Blood=red, Unholy=green, Frost=blue, Death=purple) and client-side
fill animation so runes visibly refill over the 10s cooldown.
Shows active pet name, level, health bar, and power bar (mana/focus/rage/energy)
when the player has an active pet. Clicking the pet name targets it. A Dismiss
button sends CMSG_PET_ACTION to dismiss the pet. Frame uses green border to
visually distinguish it from the player/target frames.
Polls the renderer's currentZoneName each frame and triggers a 5-second
fade-in/hold/fade-out toast at the upper-centre of screen when the zone
changes. Matches WoW's standard zone transition display.
For each visible Unit entity within 40 yards, projects the canonical WoW
position (converted to render space) through the camera view-projection
matrix to screen pixels. Draws a health bar (hostile=red, friendly=green,
target=gold border) and name label with drop shadow using ImGui's background
draw list. Fades out smoothly in the last 5 yards of range.
- Add Escape Menu → Instance Lockouts button opening a new panel
that lists active lockouts with instance name (from Map.dbc),
difficulty, time-until-reset countdown, and locked/extended status.
map name lookup is cached on first open.
- Fix uninitialized ChatType in sendChatMessage (default to SAY)
- Remove unused startWorld variable in handleMonsterMoveTransport
- Remove unused modelCached variable in spawnOnlineCreature
Eliminates all -Wunused-but-set-variable and -Wmaybe-uninitialized
warnings in the main translation units.
- Show up to 5 active quests with objective progress (kills, items, text)
- Gold title for complete quests, white for in-progress
- Item objectives show item name via getItemInfo() lookup
- Transparent semi-opaque background, docked below minimap on right