Commit graph

2991 commits

Author SHA1 Message Date
Pavel Okhlopkov
312994be83 world loading memory pressure detector
Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-06 21:05:20 +03:00
Pavel Okhlopkov
4b9b3026f4 feat(rendering): add HiZ occlusion culling & fix WMO interior shadows
Implement GPU-driven Hierarchical-Z occlusion culling for M2 doodads
using a depth pyramid built from the previous frame's depth buffer.
The cull shader projects bounding spheres via prevViewProj (temporal
reprojection) and samples the HiZ pyramid to reject hidden objects
before the main render pass.

Key implementation details:
- Separate early compute submission (beginSingleTimeCommands + fence
  wait) eliminates 2-frame visibility staleness
- Conservative safeguards prevent false culls: screen-edge guard,
  full VP row-vector AABB projection (Cauchy-Schwarz), 50% sphere
  inflation, depth bias, mip+1, min screen size threshold, camera
  motion dampening (auto-disable on fast rotations), and per-instance
  previouslyVisible flag tracking
- Graceful fallback to frustum-only culling if HiZ init fails

Fix dark WMO interiors by gating shadow map sampling on isInterior==0
in the WMO fragment shader. Interior groups (flag 0x2000) now rely
solely on pre-baked MOCV vertex-color lighting + MOHD ambient color.
Disable interiorDarken globally (was incorrectly darkening outdoor M2s
when camera was inside a WMO). Use isInsideInteriorWMO() instead of
isInsideWMO() for correct indoor detection.

New files:
- hiz_system.hpp/cpp: pyramid image management, compute pipeline,
  descriptors, mip-chain build dispatch, resize handling
- hiz_build.comp.glsl: MAX-depth 2x2 reduction compute shader
- m2_cull_hiz.comp.glsl: frustum + HiZ occlusion cull compute shader
- test_indoor_shadows.cpp: 14 unit tests for shadow/interior contracts

Modified:
- CullUniformsGPU expanded 128->272 bytes (HiZ params, viewProj,
  prevViewProj)
- Depth buffer images gain VK_IMAGE_USAGE_SAMPLED_BIT for HiZ reads
- wmo.frag.glsl: interior branch before unlit, shadow skip for 0x2000
- Render graph: hiz_build + compute_cull disabled (run in early compute)
- .gitignore: ignore compiled .spv binaries
- MEGA_BONE_MAX_INSTANCES: 2048 -> 4096

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-06 16:40:59 +03:00
Kelsi
17c1e3ea3b fix(entities): add diagnostic for NPC death callback chain 2026-04-05 20:41:27 -07:00
Kelsi
7f9eed0de9 fix(parsing): add spline header dump to diagnose FINAL_POINT parse failures 2026-04-05 20:24:28 -07:00
Kelsi
c2681eead1 refactor: downgrade shutdown, warden, and misc diagnostics to DEBUG
Demote 44 more LOG_WARNING messages to LOG_DEBUG: warden module chunk
progress, entire shutdown/teardown sequence, transport manager connect,
inventory right-click slot, and warden handshake diagnostics. Keeps real
warnings (texture not found, slow handlers, stalls, integrity hash)
visible in the log.
2026-04-05 20:18:39 -07:00
Kelsi
069dd36698 fix(parsing): bail on suspicious maskBlockCount in CREATE_OBJECT blocks
When spline parsing consumes the wrong number of bytes, the subsequent
blockCount read lands on garbage data (e.g. 71 instead of ~5 for UNIT).
Previously the parser logged a warning but continued, reading garbage
mask/field data until hitting truncation. Now it returns false for
CREATE_OBJECT blocks with suspicious counts, letting the block loop
skip cleanly to the next entity.

Also downgrade ~44 diagnostic LOG_WARNING messages to LOG_DEBUG across
17 files (equipment, transport, DBC, heartbeat, chat, GO raypick, etc.)
to reduce log noise and make real warnings visible.
2026-04-05 20:12:17 -07:00
Kelsi
e32f4fbff9 Merge master into chore/god-object-decomposition-2nd
Resolve conflicts:
- audio_callback_handler.cpp: keep PR's animation_controller include
- movement_handler.cpp: use PR accessors with master's transportResolved logic
- world_packets.cpp: keep PR's decomposed version (functions moved to split files)

Apply overkill field fix to world_packets_entity.cpp (WotLK
SMSG_ATTACKERSTATEUPDATE missing uint32 overkill between damage and
subDamageCount).
2026-04-05 19:42:25 -07:00
Kelsi
0a22b0d41a refactor: remove debug diagnostics from combat and animation code 2026-04-05 19:10:42 -07:00
Kelsi
0e74e0f951 fix(combat): read WotLK overkill field in SMSG_ATTACKERSTATEUPDATE
AzerothCore sends a uint32 overkill field between totalDamage and
subDamageCount. The parser was missing this, causing subDamageCount to
read the first byte of overkill (0 for non-kills) and fail immediately.
This broke all melee swing animations except the killing blow.
2026-04-05 19:02:07 -07:00
Kelsi
e26ed39da8 fix(combat): add diagnostic logging to handleAttackerStateUpdate
Log parse failures with remaining packet size and successful parses with
attacker/target/player GUIDs, damage, and callback status to diagnose
why meleeSwingCallback is never invoked during auto-attack.
2026-04-05 18:54:01 -07:00
Kelsi
53639f9592 fix(animation): re-probe capabilities on melee swing, add combat diagnostics
If the capability probe ran before the model was fully loaded, all melee
animation IDs would be 0 and auto-attack swings would silently fall back
to STAND (no visible animation). Now re-probes when a melee swing fires
but hasMelee is false.

Added WARNING-level logging to triggerMeleeSwing and CombatFSM to
diagnose the night elf stationary combat animation issue.
2026-04-05 17:52:18 -07:00
Kelsi
696baffdf7 fix(movement): upgrade teleport and heartbeat diagnostics to WARNING
MSG_MOVE_TELEPORT_ACK now logs server-sent coordinates AND current
position at WARNING level (was LOG_INFO, invisible in log file).
Heartbeat position audit now logs every ~60 heartbeats (~30s) at
WARNING level to trace position drift before rogue teleports.
2026-04-05 17:39:56 -07:00
Kelsi
722c065089 fix(emotes): use EMOTE_TALK for /fart and /stink (no dedicated anim in DBC) 2026-04-05 17:33:42 -07:00
Kelsi
aff545edef fix(rendering): emote animations, WMO portal culling, transport teleport
Emote animations: fix DBC chain for /laugh, /flirt, /sleep, /fart, /stink.
Previously all emotes with AnimID=0 used emoteRef as animId (wrong DBC
record IDs). Now resolves through Emotes.dbc properly, with per-emote
overrides for emotes whose DBC chain yields 0. Adds Emotes.dbc load
failure warning and diagnostic logging.

WMO culling: skip portal culling when camera is outside all groups (fixes
vanishing Stormwind ground tiles). Also handle indoor/outdoor AABB overlap
by showing all groups when position is in both indoor and outdoor AABBs.

Transport: clear ONTRANSPORT flag and transport state when transport not
found, preventing stale transport data from teleporting player to map
origin. Add area trigger safety net near (0,0,0) on Eastern Kingdoms.
2026-04-05 17:25:25 -07:00
Kelsi
fe29ccad3f fix(transport): guard against untracked transport placing player at map origin
When on-transport flag is set but the transport isn't tracked by
TransportManager, getPlayerWorldPosition() returns localOffset (a small
relative value) as a world position. This overwrites movementInfo with
near-zero coordinates, teleporting the player to map origin on Eastern
Kingdoms (Alterac/Hillsbrad area). Add transport existence checks in
sendMovement() and getComposedWorldPosition() before composing position.
2026-04-05 16:01:14 -07:00
Paul
52098cc704 ARM64 fix 2026-04-05 20:41:33 +03:00
Paul
41cd059f84 fix 2026-04-05 20:30:15 +03:00
Paul
65839287b4 feat(game): introduce GameHandler domain interfaces and eliminate friend declarations
Add game_interfaces.hpp with five narrow domain contracts that GameHandler now
publishes to its domain handlers, replacing the previous friend-class anti-pattern.

Changes:
- include/game/game_interfaces.hpp (new): IConnectionState, ITargetingState,
  IEntityAccess, ISocialState, IPvpState — each interface exposes only the state
  its consumer legitimately needs
- include/game/game_handler.hpp: GameHandler inherits all five interfaces;
  include of game_interfaces.hpp added
- include/game/movement_handler.hpp: remove `friend class GameHandler`; add
  public named accessors for previously-private fields (monsterMovePacketsThisTickRef,
  timeSinceLastMoveHeartbeatRef, resetMovementClock, setFalling, setFallStartMs)
- include/game/spell_handler.hpp: remove `friend class GameHandler/InventoryHandler/
  CombatHandler/EntityController`; promote private packet handlers (handlePetSpells,
  handleListStabledPets, pet stable commands, DBC loaders) to public; add accessor
  methods for aura cache, known spells, and player aura slot mutation
- src/game/game_handler.cpp, game_handler_callbacks.cpp, game_handler_packets.cpp:
  replace direct private field access with the new accessor API
  (e.g. casting_ → isCasting(), monsterMovePacketsThisTick_ → ...ThisTickRef())
- src/game/inventory_handler.cpp, combat_handler.cpp, entity_controller.cpp:
  replace friend-class private access with public accessor calls

No behaviour change. All 13 test suites pass. Zero build warnings.
2026-04-05 20:25:02 +03:00
Paul
34c0e3ca28 chore(refactor): god-object decomposition and mega-file splits
Split all mega-files by single-responsibility concern and
partially extracting AudioCoordinator and
OverlaySystem from the Renderer facade. No behavioral changes.

Splits:
- game_handler.cpp (5,247 LOC) → core + callbacks + packets (3 files)
- world_packets.cpp (4,453 LOC) → economy/entity/social/world (4 files)
- game_screen.cpp  (5,786 LOC) → core + frames + hud + minimap (4 files)
- m2_renderer.cpp  (3,343 LOC) → core + instance + particles + render (4 files)
- chat_panel.cpp   (3,140 LOC) → core + commands + utils (3 files)
- entity_spawner.cpp (2,750 LOC) → core + player + processing (3 files)

Extractions:
- AudioCoordinator: include/audio/ + src/audio/ (owned by Renderer)
- OverlaySystem: include/rendering/ + src/rendering/overlay_system.*

CMakeLists.txt: registered all 17 new translation units.
Related handler/callback files: minor include fixups post-split.
2026-04-05 19:30:44 +03:00
Paul
6dcc06697b refactor(core): decompose Application::setupUICallbacks() into 7 domain handlers
Extract ~1,700 lines / 60+ inline [this]-capturing lambdas from the monolithic
Application::setupUICallbacks() into 7 focused callback handler classes following
the ToastManager/ChatPanel::setupCallbacks() pattern already in the codebase.

New handlers (include/core/ + src/core/):
  - NPCInteractionCallbackHandler  NPC greeting/farewell/vendor/aggro voice
  - AudioCallbackHandler           Music, positional sound, level-up, achievement, LFG
  - EntitySpawnCallbackHandler     Creature/player/GO spawn, despawn, move, state
  - AnimationCallbackHandler       Death, respawn, combat, emotes, charge, sprint, vehicle
  - TransportCallbackHandler       Mount, taxi, transport spawn/move
  - WorldEntryCallbackHandler      World entry, unstuck, hearthstone, bind point
  - UIScreenCallbackHandler        Auth, realm selection, char selection/creation/deletion

application.cpp:  4,462 → 2,791 lines  (−1,671)
setupUICallbacks: ~1,700 → ~50 lines (thin orchestrator)

Deduplication:
  resolveSoundEntryPath()   — was 3× copy-paste of SoundEntries.dbc lookup
  resolveNpcVoiceType()     — was 4× copy-paste of display-ID→voice detection
  precacheNearbyTiles()     — was 3× copy-paste of 17×17 tile loop
  4 helper lambdas          — promoted to private methods on WorldEntryCallbackHandler

State migration out of Application:
  charge* (6 vars)          → AnimationCallbackHandler
  hearth*/worldEntry*/taxi* → WorldEntryCallbackHandler
  pendingCreatedCharacterName_ → UIScreenCallbackHandler

Bug fixes:
  - Duplicate `namespace core {` in application.hpp caused wowee::std pollution
  - AppState forward decl in ui_screen_callback_handler.hpp was at wrong scope
  - world_loader.cpp accessed moved member vars directly via friend; now uses handler API
2026-04-05 16:48:17 +03:00
Kelsi
a23c2172a8 fix(chat): handle SMSG_GM_MESSAGECHAT format, add chat diagnostics
Some checks are pending
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SMSG_GM_MESSAGECHAT has an extra gmNameLen+gmName field after the
standard header that was causing misaligned parsing for non-whisper GM
messages. Strip the GM name before forwarding to the regular parser.

Also improve party state notifications (show member names on join) and
add INFO-level logging for all incoming/outgoing chat messages and
WARNING-level logging for group invite/accept packets to diagnose
recurring phantom party state issues.
2026-04-05 05:16:57 -07:00
Kelsi
e4bd380c0d fix(chat): prevent AFK/DND auto-reply whisper spam loop
Auto-reply was sent on every incoming whisper with no dedup, causing
infinite loops when both players had auto-reply enabled. Now tracks
which senders have been replied to and only sends one auto-reply per
sender per AFK/DND session.
2026-04-05 04:50:40 -07:00
Kelsi
19bfaaef97 fix(movement): stop spoofing player position for area triggers
The area trigger system was temporarily moving the player to the trigger
center and sending a heartbeat before firing CMSG_AREATRIGGER. This told
the server the player was at a different location, causing unexpected
teleports (e.g. Stormwind to Hillsbrad). Just send the area trigger
packet directly — the player is already inside the trigger radius.
2026-04-05 04:40:46 -07:00
Kelsi
09c1469956 fix(ui): show only zone name on character select, drop map/continent 2026-04-05 04:34:39 -07:00
Kelsi
e4c4b6f429 fix(ui): use display name from Map.dbc field 4 instead of internal name
Was reading field 2 (InstanceType) which fell back to field 1 (internal
name like "Azeroth"). Field 4 has the localized display name ("Eastern
Kingdoms").
2026-04-05 04:32:10 -07:00
Kelsi
535ae8aa89 fix(ui): resolve map 0 name and allow guild queries at character screen
getMapName() returned empty for mapId 0 (Eastern Kingdoms) due to an
early return guard. Remove it since 0 is a valid map ID.

queryGuildInfo() required IN_WORLD state but the character screen is at
CHAR_LIST_RECEIVED. The server accepts CMSG_GUILD_QUERY before login,
so just check for a connected socket.
2026-04-05 04:30:32 -07:00
Kelsi
2e30490fc5 fix(ui): show guild name and zone name on character select screen
Load area names from AreaTable.dbc (canonical zone names) in addition
to WorldMapArea.dbc so zone IDs from SMSG_CHAR_ENUM resolve to names.
Use lookupGuildName() to query and display guild names instead of raw
guild IDs.
2026-04-05 04:28:36 -07:00
Kelsi
35be19e74c fix(mail): route GO mailbox open through InventoryHandler
The decomposition PRs moved mail state to InventoryHandler but the GO
interaction code still set stale GameHandler fields. Add openMailbox()
on InventoryHandler and forward from GameHandler so the correct
mailboxGuid_/mailboxOpen_ are set and refreshMailList() works.
2026-04-05 04:22:48 -07:00
Kelsi
62f3f515e2 fix(mail): let SMSG_SHOW_MAILBOX open mailbox instead of stale GameHandler fields
GO interaction was setting the old GameHandler mailbox state instead of
InventoryHandler's, so refreshMailList saw mailboxGuid_=0 and bailed.
2026-04-05 04:17:55 -07:00
Kelsi
53244d025c feat(repair): DBC-based repair cost estimation and UI display
Calculate repair costs client-side using DurabilityCosts.dbc and
DurabilityQuality.dbc. Block repair when player can't afford it and
only apply optimistic durability/gold updates when cost is verified.
Show repair cost next to the Repair All button in the vendor window.
2026-04-05 04:15:48 -07:00
Kelsi Davis
8bb3702af4 perf(rendering): reduce GPU cull buffer and add CPU fallback for overflow
Halve MAX_CULL_INSTANCES to 32768 and iterate all instances in render,
falling back to CPU frustum culling for any beyond the GPU buffer.
2026-04-05 03:25:27 -07:00
Kelsi Davis
b62df70d09 fix(rendering): game objects invisible due to GPU cull instance limit
MAX_CULL_INSTANCES was 16384 but game object instances were allocated
at indices 20000+, beyond the cull buffer. Increased to 65536.
Also compute fallback boundRadius from vertex extents when M2 header
reports 0, and seed bones for global-sequence-only animated models.
2026-04-05 03:18:52 -07:00
Kelsi
1dd1a431f4 fix(repair): process item durability updates even when entity missing from manager
handleValuesUpdate silently dropped VALUES updates for item GUIDs not in
entityManager, causing repair-all durability changes to be lost. Fall
through to updateItemOnValuesUpdate for items tracked in onlineItems_.
2026-04-05 03:15:03 -07:00
Pavel Okhlopkov
e386fbb069
Merge branch 'master' into feat/animation-handling 2026-04-05 12:37:08 +03:00
Kelsi
0d188edd75 fix(areatrigger): use actual DBC dimensions instead of inflated minimums
The minimum floor (3.0 for sphere radius, 4.0 for box dimensions) was
inflating narrow triggers like AT 5711 (boxWidth 1.06 → 4.0), causing
false area trigger fires near the Stormwind AH and unexpected teleports.
2026-04-05 02:35:47 -07:00
Paul
b4989dc11f feat(animation): decompose AnimationController into FSM-based architecture
Replace the 2,200-line monolithic AnimationController (goto-driven,
single class, untestable) with a composed FSM architecture per
refactor.md.

New subsystem (src/rendering/animation/ — 16 headers, 10 sources):
- CharacterAnimator: FSM composer implementing ICharacterAnimator
- LocomotionFSM: idle/walk/run/sprint/jump/swim/strafe
- CombatFSM: melee/ranged/spell cast/stun/hit reaction/charge
- ActivityFSM: emote/loot/sit-down/sitting/sit-up
- MountFSM: idle/run/flight/taxi/fidget/rear-up (per-instance RNG)
- AnimCapabilitySet + AnimCapabilityProbe: probe once at model load,
  eliminate per-frame hasAnimation() linear search
- AnimationManager: registry of CharacterAnimator by GUID
- EmoteRegistry: DBC-backed emote command → animId singleton
- FootstepDriver, SfxStateDriver: extracted from AnimationController

animation_ids.hpp/.cpp moved to animation/ subdirectory (452 named
constants); all include paths updated.

AnimationController retained as thin adapter (~400 LOC): collects
FrameInput, delegates to CharacterAnimator, applies AnimOutput.

Priority order: Mount > Stun > HitReaction > Spell > Charge >
Melee/Ranged > CombatIdle > Emote > Loot > Sit > Locomotion.
STAY_IN_STATE policy when all FSMs return valid=false.

Bugs fixed:
- Remove static mt19937 in mount fidget (shared state across all
  mounted units) — replaced with per-instance seeded RNG
- Remove goto from mounted animation branch (skipped init)
- Remove per-frame hasAnimation() calls (now one probe at load)
- Fix VK_INDEX_TYPE_UINT16 → UINT32 in shadow pass

Tests (4 new suites, all ASAN+UBSan clean):
- test_locomotion_fsm: 167 assertions
- test_combat_fsm: 125 cases
- test_activity_fsm: 112 cases
- test_anim_capability: 56 cases

docs/ANIMATION_SYSTEM.md added (architecture reference).
2026-04-05 12:27:35 +03:00
Paul
e58f9b4b40 feat(animation): 452 named constants, 30-phase character animation state machine
Add animation_ids.hpp/cpp with all 452 WoW animation ID constants (anim::STAND,
anim::RUN, anim::FIRE_BOW, ... anim::FLY_BACKWARDS, etc.), nameFromId() O(1)
lookup, and flyVariant() compact 218-element ground→FLY_* resolver.

Expand AnimationController into a full state machine with 20+ named states:
spell cast (directed→omni→cast fallback chain, instant one-shot release),
hit reactions (WOUND/CRIT/DODGE/BLOCK/SHIELD_BLOCK), stun, wounded idle,
stealth animation substitution, loot, fishing channel, sit/sleep/kneel
down→loop→up transitions, sheathe/unsheathe combat enter/exit, ranged weapons
(BOW/GUN/CROSSBOW/THROWN with reload states), game object OPEN/CLOSE/DESTROY,
vehicle enter/exit, mount flight directionals (FLY_LEFT/RIGHT/UP/DOWN/BACKWARDS),
emote state variants, off-hand/pierce/dual-wield alternation, NPC
birth/spawn/drown/rise, sprint aura override, totem idle, NPC greeting/farewell.

Add spell_defines.hpp with SpellEffect (~45 constants) and SpellMissInfo
(12 constants) namespaces; replace all magic numbers in spell_handler.cpp.

Add GAMEOBJECT_BYTES_1 to update field table (all 4 expansion JSONs) and wire
GameObjectStateCallback. Add DBC cross-validation on world entry.

Expand tools/_ANIM_NAMES from ~35 to 452 entries in m2_viewer.py and
asset_pipeline_gui.py. Add tests/test_animation_ids.cpp.

Bug fixes included:
- Stand state 1 was animating READY_2H(27) — fixed to SITTING(97)
- Spell casts ended freeze-frame — add one-shot release animation
- NPC 2H swing probe chain missing ATTACK_2H_LOOSE (polearm/staff)
- Chair sits (states 2/4/5/6) incorrectly played floor-sit transition
- STOP(3) used for all spell casts — replaced with model-aware chain
2026-04-04 23:02:53 +03:00
Paul
d54e262048 feat(rendering): GPU architecture + visual quality fixes
M2 GPU instancing
- M2InstanceGPU SSBO (96 B/entry, double-buffered, 16384 max)
- Group opaque instances by (modelId, LOD); single vkCmdDrawIndexed per group
- boneBase field indexes into mega bone SSBO via gl_InstanceIndex

Indirect terrain drawing
- 24 MB mega index buffer (6M uint32) + 64 MB mega vertex buffer
- CPU builds VkDrawIndexedIndirectCommand per visible chunk
- Single VB/IB bind per frame; shadow pass reuses mega buffers
- Replaced vkCmdDrawIndexedIndirect with direct vkCmdDrawIndexed to fix
  host-mapped buffer race condition that caused terrain flickering

GPU frustum culling (compute shader)
- m2_cull.comp.glsl: 64-thread workgroups, sphere-vs-6-planes + distance cull
- CullInstanceGPU SSBO input, uint visibility[] output, double-buffered
- dispatchCullCompute() runs before main pass via render graph node

Consolidated bone matrix SSBOs
- 16 MB double-buffered mega bone SSBO (2048 instances × 128 bones)
- Eliminated per-instance descriptor sets; one megaBoneSet_ per frame
- prepareRender() packs bone matrices consecutively into current frame slot

Render graph / frame graph
- RenderGraph: RGResource handles, RGPass nodes, Kahn topological sort
- Automatic VkImageMemoryBarrier/VkBufferMemoryBarrier between passes
- Passes: minimap_composite, worldmap_composite, preview_composite,
  shadow_pass, reflection_pass, compute_cull
- beginFrame() uses buildFrameGraph() + renderGraph_->execute(cmd)

Pipeline derivatives
- PipelineBuilder::setFlags/setBasePipeline for VK_PIPELINE_CREATE_DERIVATIVE_BIT
- M2 opaque = base; alphaTest/alpha/additive are derivatives
- Applied to terrain (wireframe) and WMO (alpha-test) renderers

Rendering bug fixes:
- fix(shadow): compute lightSpaceMatrix before updatePerFrameUBO to eliminate
  one-frame lag that caused shadow trails and flicker on moving objects
- fix(shadow): scale depth bias with shadowDistance_ instead of hardcoded 0.8f
  to prevent acne at close range and gaps at far range
- fix(visibility): WMO group distance threshold 500u → 1200u to match terrain
  view distance; buildings were disappearing on the horizon
- fix(precision): camera near plane 0.05 → 0.5 (ratio 600K:1 → 60K:1),
  eliminating Z-fighting and improving frustum plane extraction stability
- fix(streaming): terrain load radius 4 → 6 tiles (~2133u → ~3200u) to exceed
  M2 render distance (2800u) and eliminate pop-in when camera turns;
  unload radius 7 → 9; spawn radius 3 → 4
- fix(visibility): ground-detail M2 distance multiplier 0.75 → 0.9 to reduce
  early pop of grass and debris
2026-04-04 13:43:16 +03:00
k
b3fa8cf5f3 fix: warden mmap on macOS, add external listfile support to asset extractor
Drop PROT_EXEC from warden module mmap when using Unicorn emulation
(not needed — module image is copied into emulator address space). Use
MAP_JIT on macOS for the native fallback path.

Add --listfile option to asset_extract and SFileAddListFileEntries
support for resolving unnamed MPQ hash table entries from external
listfiles.
2026-04-04 00:22:07 -07:00
Kelsi
84108c44f5 fix(rendering): alpha-to-coverage for hair, skip eye glow geosets, add missing include
- Enable alpha-to-coverage on alphaTestPipeline for smooth hair edges
  when MSAA is active (both init and recreatePipelines paths)
- Shader uses fwidth()-based alpha rescaling for clean coverage
- Skip group 17/18 geosets (DK/NE eye glow) when no geoset filter is
  set — prevents blue eye glow on all NPCs
- Add missing <libgen.h> include for dirname() on Linux
2026-04-04 00:21:15 -07:00
Kelsi
5538655383 fix(chat): resolve /r reply target when name arrives after whisper
Whisper sender name may not be in the player name cache when the packet
arrives. Store the sender GUID and lazily resolve the name from the
cache in getLastWhisperSender(). Also backfill lastWhisperSender_ when
the SMSG_NAME_QUERY_RESPONSE arrives.
2026-04-04 00:03:19 -07:00
Kelsi
c85d023329 fix(rendering): correct alpha test on opaque batches and hair transparency
- alphaTestPipeline_ uses blendDisabled() so surviving pixels are fully
  opaque (was blendAlpha, causing hair to blend with background)
- Remove alphaCutout from alphaTest condition — opaque materials like
  capes no longer alpha-test just because their texture has an alpha
  channel
- Two-pass batch rendering: opaque (blendMode 0) draws first to
  establish depth, then alpha-key/blend draws on top
2026-04-04 00:03:19 -07:00
Kelsi
100394a743 fix(rendering,game): init bone SSBO to identity; stop movement before cast
Bone SSBO buffers were allocated for MAX_BONES (240) entries but only
the first numBones were written. Uninitialized GPU memory in the
remaining slots caused vertex spikes when any bone index exceeded the
model's actual bone count.

Also send MSG_MOVE_STOP before spell casts so the server doesn't reject
cast-time spells (e.g. hearthstone) with "can't do that while moving".
2026-04-04 00:03:19 -07:00
Kelsi
aeb295e0bb fix(rendering): use separate timer for global sequence bones
Global sequence bones (hair, cape, physics) need time values spanning
their full duration (up to ~968733ms), but animationTime wraps at the
current animation's sequence duration (~2000ms for walk). This caused
vertex spikes projecting from fingers/neck/ponytail as bones got stuck
in the first ~2s of their loop. Add a separate globalSequenceTime
accumulator that is not wrapped at the animation duration.
2026-04-04 00:03:19 -07:00
k
b54458fe6c fix: chdir to executable directory at startup for relative asset paths
The binary assumed it was always launched from its own directory, causing
shader/asset loads to fail when run from any other working directory.
2026-04-03 23:27:13 -07:00
Kelsi
f79395788a fix(rendering): filter player hair geosets via CharHairGeosets.dbc
buildDefaultPlayerGeosets() was inserting all submeshIds 0-99 into
activeGeosets, showing every hair variation simultaneously. Now uses
the hairGeosetMap_ (from CharHairGeosets.dbc) to select only the
correct hair scalp geoset for the player's race/sex/style, matching
the existing NPC geoset filtering logic in EntitySpawner.
2026-04-03 22:43:37 -07:00
Kelsi
5468a93f2e fix(rendering): handle global sequences in character bone transforms
Hair, cape, and other physics bones use global sequences (continuously
looping timers independent of the character's current animation). The
character renderer was ignoring globalSequence entirely, causing these
bones to fall back to identity transforms and produce deformed/spiked
hair geometry. Added resolveTrackTime() to wrap global sequence time
correctly, matching the M2 renderer's existing behavior.
2026-04-03 22:37:46 -07:00
Kelsi
634bac6c7a Revert "fix(rendering): remap M2 vertex bone indices through bone lookup table"
This reverts commit 04ad88330f.
2026-04-03 22:26:14 -07:00
Kelsi
04ad88330f fix(rendering): remap M2 vertex bone indices through bone lookup table
M2 vertex bone indices are indices into boneLookupTable, not direct bone
array indices. Without remapping, vertices weighted to higher bone
indices (cloak, cape, hair) get the wrong bone transform, causing
vertices to project wildly outward from the character.
2026-04-03 22:22:51 -07:00
Kelsi
1feb6ea63f fix(rendering): sync async upload batches before rendering
Wait on in-flight upload batch fences at the start of each frame and
insert a memory barrier (transfer→fragment shader) so the graphics
queue sees completed layout transitions from the transfer queue.
Fixes VK_IMAGE_LAYOUT_UNDEFINED validation errors for freshly loaded
textures.
2026-04-03 22:09:41 -07:00