The captureSceneHistory barrier was using srcAccessMask=0 with
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT when transitioning the swapchain
image from PRESENT_SRC_KHR to TRANSFER_SRC_OPTIMAL. This does not
flush the GPU's color attachment write caches, causing VK_ERROR_DEVICE_LOST
on strict drivers (AMD, Mali) that require explicit cache invalidation
before transfer reads.
Fix: use VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT + COLOR_ATTACHMENT_OUTPUT
as the source mask so color writes are properly made visible to the
transfer unit before the image copy begins.
Also remove the now-unnecessary "requires FSR" restriction in the
settings UI — water refraction can be enabled independently of FSR.
- CameraController::resetAngles(): new method that only resets yaw/pitch
without teleporting the player. R key now calls resetAngles() instead
of reset() so pressing R no longer moves the character to spawn.
The full reset() (position + angles) is still used on world-entry and
respawn via application.cpp.
- packet_parsers_classic: parseSpellStart now calls
skipClassicSpellCastTargets() to consume all target payload bytes
(UNIT, ITEM, SOURCE_LOCATION, DEST_LOCATION, etc.) instead of only
handling UNIT/OBJECT. Prevents packet-read corruption for ground-
targeted AoE spells.
- packet_parsers_tbc: added skipTbcSpellCastTargets() static helper
(uint32 targetFlags, full payload coverage including TRADE_ITEM and
STRING targets). parseSpellStart now uses it.
When the player dies and releases spirit, the world map now renders a
bone-white X cross at the corpse's location (matching the existing
minimap skull marker). The marker appears only when the player is a
ghost with an unclaimed corpse on the same map, and shows a "Your
corpse" tooltip on hover. Implemented via setCorpsePos() on WorldMap,
called from renderWorldMap() using getCorpseCanonicalPos().
Add gold diamond markers for every flight master the player has already
discovered (knownTaxiMask_), read from TaxiNodes.dbc and filtered to the
current continent/map being displayed:
- WorldMapTaxiNode struct carries canonical WoW coords + known flag
- WorldMap::setTaxiNodes() accepts the per-frame list from game_screen
- renderImGuiOverlay() projects each known node to UV, draws a gold
diamond (AddQuadFilled) with a dark outline, and shows the node name
as a tooltip on hover
- GameHandler::isKnownTaxiNode(id) checks knownTaxiMask_[] efficiently
- Markers update live — newly discovered nodes appear without reopening
the map
loadSpellVisualDbc() now builds two distinct maps:
spellVisualCastPath_ — visualId → M2 via SpellVisual.CastKit chain
spellVisualImpactPath_ — visualId → M2 via SpellVisual.ImpactKit chain
playSpellVisual() accepts useImpactKit=false (default, cast) / true (impact).
SMSG_PLAY_SPELL_IMPACT passes useImpactKit=true so impact effects (explosions,
debuff indicators) use the ImpactKit model instead of the CastKit model.
Added ImpactKit field to all four dbc_layouts.json files.
Parse SMSG_PLAY_SPELL_VISUAL (casterGuid + visualId) and spawn a
transient M2 spell effect at the caster's world position.
DBC chain: SpellVisual.dbc → SpellVisualKit.dbc → SpellVisualEffectName.dbc
Lookup priority: CastKit.SpecialEffect0, fallback to MissileModel.
Models are lazy-loaded and cached by path; instances auto-expire after 3.5s.
DBC layouts added to all four expansion layout files (Classic/TBC/WotLK/Turtle).
Replace the static filled circle with a red triangle arrow that
rotates to match the character's current facing direction.
Uses the same render-space yaw convention as the 3D scene so
the arrow matches in-world orientation.
Prevents unbounded GPU memory growth in long play sessions where the player
visits many zones. Tiles are inserted into a FIFO deque; when the count of
successfully-loaded tiles exceeds MAX_TILE_CACHE (128), the oldest entry is
destroyed and removed from both the cache map and the deque.
At 256×256×4 bytes per tile this caps minimap GPU usage at ~32 MB.
Apply a cold blue-grey fullscreen overlay when the player is in ghost
form, creating a desaturated, muted appearance that clearly signals the
death state. Uses the existing overlay pipeline infrastructure. Applied
in both parallel and non-parallel rendering paths, after underwater tint
but before brightness adjustment so UI elements remain unaffected.
Remove stray X-flip in minimap display shader that mirrored the map
horizontally (West on right instead of East). Fix arrow rotation
fallback path (missing negation) and add character-facing-relative
arrow in rotateWithCamera mode.
Compact key ring: 24px slots in 8-column grid, only show rows with
items, hide when empty. Add Show Key Ring toggle in Settings with
persistence.
Move 5-second brute-force HMAC-SHA1 code pattern searches to a
background thread via std::async. The main loop now detects PAGE_A/B
checks, launches the response builder async, and drains the result
in update() — encrypting and sending on the main thread to keep
wardenCrypto_ RC4 state thread-safe.
Also adds Turtle WoW PE binary support (isTurtle flag, dedicated exe
search, runtime patches), searchCodePattern with result caching,
writeLE32 public API, and Warden scan entry verification.
Storm weather (wType==3 from SMSG_WEATHER) previously rendered no
visual particles and no audio. Map it to RAIN in the weather system so
thunderstorms produce rain particles at the server-sent intensity level,
and the ambient sound manager picks up rain_heavy/medium/light audio
from the same intensity logic already used for plain rain.
This pairs with the lightning commit — storms now have both rain
particles and lightning flashes for a complete thunderstorm experience.
The lightning system (lightning.hpp/cpp) was fully implemented but never
wired into the renderer. Connect it now:
- Enable lightning during server storm weather (wType==3, intensity>0.1)
and heavy rain (wType==1, intensity>0.7) as a bonus visual
- Scale lightning intensity proportionally to weather intensity
- Render in both parallel (SEC_POST) and fallback rendering paths
- Update and shutdown alongside the weather system
- Show active lightning info in the performance HUD weather section
gameObjectDisplayIdWmoCache_ was not cleared on world unload/transition,
causing stale WMO model IDs (e.g. 40006, 40003) to be looked up after
the renderer cleared its model list, resulting in "Cannot create instance
of unloaded WMO model" errors on zone re-entry.
Changes:
- Clear gameObjectDisplayIdWmoCache_ alongside other GO caches on world reset
- Add WMORenderer::isModelLoaded() for cache-hit validation
- Inline GO WMO path now verifies cached model is still renderer-resident
before using it; evicts stale entries and falls back to reload
When unloadTile() was called for a tile still in finalizingTiles_
(mid-incremental-finalization), terrain chunks already uploaded to the
GPU (terrainMeshDone=true) were not being cleaned up. The early-return
path correctly removed water and M2/WMO instances but missed calling
terrainRenderer->removeTile(), causing descriptor sets to leak.
After ~20 minutes of play the VkDescriptorPool (MAX_MATERIAL_SETS=16384)
filled up, causing all subsequent terrain material allocations to fail
and the log to flood with "failed to allocate material descriptor set".
Fix: check fit->terrainMeshDone before the early return and call
terrainRenderer->removeTile() to free those descriptor sets.
wmo_renderer: when portal BFS starts from a group with no portal refs
(utility/transition group), the rest of the WMO becomes invisible because
BFS only adds the starting group. Fix: if cameraGroup has portalCount==0,
fall back to marking all groups visible (same as camera-outside behavior).
renderer: minimap player-orientation arrow was pointing the wrong direction.
The shader convention is arrowRotation=0→North, positive→clockwise (West),
negative→East. The correct mapping from canonical yaw is arrowRotation =
-canonical_yaw. Fixed both render paths (cameraController and gameHandler)
in both the FXAA and non-FXAA minimap render calls.
World-map W-key: already corrected in prior commit (13c096f); users with
stale ~/.wowee/settings.cfg should rebind via Settings > Controls.
Two follow-up fixes for the ribbon emitter implementation and the
transport-doodad stall fix:
1. loadModel() rejected any M2 with no vertices AND no particles, but
ribbon-only spell-effect models (e.g. weapon trail or aura ribbons)
have neither. These models were silently invisible even though the
ribbon rendering pipeline added in 1108aa9 is fully capable of
rendering them. Extended the guard to also accept models that have
ribbon emitters, matching the particle-emitter precedent.
2. processPendingTransportDoodads() ignored the bool return of
loadModel(), calling createInstance() even when the model was
rejected, generating spurious "Cannot create instance: model X not
loaded" warnings for every failed doodad path. Check the return
value and continue to the next doodad on failure.
Three root causes identified from wowee.log crash at frame 134368:
1. processPendingTransportDoodads() was doing N separate synchronous
GPU uploads (vkQueueSubmit + vkWaitForFences per texture per doodad).
With 30+ doodads × multiple textures, this caused the 489ms stall in
the 'gameobject/transport queues' update stage. Fixed by wrapping the
entire batch in beginUploadBatch()/endUploadBatch() so all texture
layout transitions are submitted in a single async command buffer.
2. Game objects whose M2 model has no geometry/particles (empty or
unsupported format) were retried every frame because loadModel()
returns false without adding to gameObjectDisplayIdModelCache_.
Added gameObjectDisplayIdFailedCache_ to permanently skip these
display IDs after the first failure, stopping the per-frame spam.
3. renderM2Ribbons() only checked ribbonPipeline_ != null, not
ribbonAdditivePipeline_. If additive pipeline creation failed, any
ribbon with additive blending would call vkCmdBindPipeline with
VK_NULL_HANDLE, causing VK_ERROR_DEVICE_LOST on the GPU side.
Extended the early-return guard to cover both ribbon pipelines.
- TOGGLE_QUEST_LOG: change default from Q to None — Q conflicts with
strafe-left in camera_controller; quest log already accessible via
TOGGLE_QUESTS (L, the standard WoW binding)
- Equipment Set Manager: remove hardcoded SDL_SCANCODE_GRAVE shortcut
(~` should not be used for this)
- World map M key: remove duplicate SDL_SCANCODE_M self-handler from
world_map.cpp::render() that was desync-ing with game_screen's
TOGGLE_WORLD_MAP binding; game_screen now owns open/close, render()
handles initial zone load and ESC-close signalling via isOpen()
Parse M2RibbonEmitter data (WotLK format) from M2 files — bone index,
position, color/alpha/height tracks, edgesPerSecond, edgeLifetime,
gravity. Add CPU-side trail simulation per instance (edge birth at bone
world position, lifetime expiry, gravity droop). New m2_ribbon.vert/frag
shaders render a triangle-strip quad per emitter using the existing
particleTexLayout_ descriptor set. Supports both alpha-blend and additive
pipeline variants based on material blend mode. Fixes invisible spell
trail effects (~5-10%% of spell visuals) that were silently skipped.
- FXAA path: repurpose _pad field as 'desaturate' push constant; when
ghostMode_ is true, convert final pixel to grayscale with slight cool
blue tint using luma(0.299,0.587,0.114) mix
- Non-FXAA path: apply a high-opacity gray overlay (rgba 0.5,0.5,0.55,0.82)
over the scene for a washed-out look
- Both parallel (SEC_POST) and single-threaded render paths covered
- ghostMode_ flag set each frame from gameHandler->isPlayerGhost()
- Post-FXAA unsharp mask: when FSR2 is active alongside FXAA, forward
the FSR2 sharpness value (0–2) to the FXAA fragment shader via a new
vec4 push constant. A contrast-adaptive sharpening step (unsharp mask
scaled to 0–0.3) is applied after FXAA blending, recovering the
crispness that FXAA's sub-pixel blend removes. At sharpness=2.0 the
output matches RCAS quality; at sharpness=0 the step is a no-op.
- MSAA guard: setFXAAEnabled() refuses to activate FXAA when hardware
MSAA is in use. FXAA's role is to supplement FSR temporal AA, not to
stack on top of MSAA which already resolves jaggies during the scene
render pass.
FSR EASU and FSR2 sharpen fragment shaders had a manual Y-flip to undo
the now-removed postprocess.vert flip. Strip those since the vertex
shader no longer flips, making all postprocess paths consistent.
Also flip the default mouse Y-axis to match user expectation (mouse
down = look up / flight-sim style) and make FSR1 disable MSAA on
enable, matching FSR2 behaviour (FSR provides its own spatial AA).
SDL yrel > 0 means the mouse moved downward. In WoW, moving the mouse
down should decrease pitch (look down), but the previous code did
+= yrel which increased pitch (look up). This made the camera appear
inverted — moving the mouse down tilted the view upward. The invertMouse
option accidentally produced the correct WoW-default behaviour.
Fix: negate the default invert factor so mouse-down = look down without
InvertMouse, and mouse-down = look up when InvertMouse is enabled.
- Add triggerShake(magnitude, frequency, duration) to CameraController
- Apply envelope-decaying sinusoidal XYZ offset to camera in update()
- Handle SMSG_CAMERA_SHAKE opcode in GameHandler dispatch
- Translate shakeId to magnitude (minor <50: 0.04, larger: 0.08 world units)
- Wire CameraShakeCallback from GameHandler through to CameraController
- Shake uses 18Hz oscillation with 30% fade-out envelope at end of duration
- Remove fsr2Active guard that prevented FXAA when FSR3 was active
- FXAA checkbox now always enabled; tooltip adapts to explain FSR3+FXAA combo
when FSR3 is active ('recommended ultra-quality combination')
- Performance HUD shows 'FXAA: ON (FSR3+FXAA combined)' when both active
- Ultra graphics preset now enables FXAA (8x MSAA + FXAA for max smoothness)
- Preset detection updated to require FXAA for Ultra match
cleanupUnusedModels() runs every 5 seconds and freed vertex/index buffers
without waiting for the GPU to finish the previous frame's command buffer.
This caused VK_ERROR_DEVICE_LOST (-4) after extended gameplay when tiles
stream out and their models are freed mid-render.
Add vkDeviceWaitIdle() before the buffer destroy loop in both M2Renderer
and WMORenderer cleanupUnusedModels(). The wait only happens when there are
models to remove, so quiet sessions have no overhead.
- Remove !fsr_.enabled / !fsr2_.enabled guards that blocked FXAA init
- FXAA can now coexist with FSR1 and FSR3 simultaneously
- Priority: FSR3 > FXAA > FSR1
- FSR3 + FXAA: scene renders at FSR3 internal res, temporal AA runs,
then FXAA reads FSR3 history and applies spatial AA to swapchain
(replaces RCAS sharpening for ultra-quality native mode)
- FXAA + FSR1: scene renders at native res, FXAA post-processes;
FSR1 resources exist but are idle (FXAA wins for better quality)
- FSR3 only / FSR1 only: unchanged paths
- Fix missing fxaa.frag.spv: shader was present but uncompiled; the
CMake compile_shaders() function will now pick it up on next build
- Draw zone name text centered in each zone rect on the continent view;
only rendered when the rect is large enough to fit the label without
crowding (explored zones get gold text, unexplored get dim grey)
- Show WoW coordinates under the cursor when hovering the map image in
continent or zone view, bottom-right corner of the map panel
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.
Floating-point fmod() loses precision with large accumulated time values, causing
subtle jumps/hitches in animation loops. Replace with iterative duration subtraction
to keep animationTime bounded and maintain precision, consistent with the fix
applied to character_renderer.cpp.
Applies to:
- M2 creature/object animation loops (main update)
- M2 particle-only instance wrapping (3333ms limit)
- M2 global sequence timing resolution
- M2 animated particle tile indexing
- Mount bobbing motion (sinusoidal rider motion)
- Character footstep trigger timing
- Mount footstep trigger timing
All timing computations now use the same precision-preserving approach.
Addresses sparseness in lava/magma effects noted in status documentation.
Higher emission rate (48 vs 32 per second) makes lava/slime areas visually
denser and more immersive while staying within GPU budget constraints.
Replace floating-point fmod() with iterative duration subtraction to preserve precision.
When animation time accumulates over many loops, fmod() loses precision with large values,
causing subtle jumps/hitches in looping animations. Subtracting the duration instead keeps
animationTime bounded in [0, duration) and avoids precision loss.