Batches whose named texture fails to load now render invisible instead of
white (the swampreeds01a.blp case causing a white shell around aquatic plants).
Also implements proper M2 opacity plumbing:
- Parse texture weight tracks (M2Track<fixed16>) and color animation alpha
tracks (M2Color.alpha) to resolve per-batch opacity at load time
- Skip batches with batchOpacity < 0.01 in the render loop
- Apply M2Texture.flags (bit0=WrapS, bit1=WrapT) to GL sampler wrap mode
- Upload both UV sets (texCoords[0] and texCoords[1]) and select via
textureUnit uniform, so batches referencing UV set 1 render correctly
- Fix SMSG_QUESTGIVER_REQUEST_ITEMS: read emoteDelay(u32)+emoteId(u32)+autoFinish(u8)
instead of 5 uint32s — the 11-byte over-read corrupted requiredMoney, itemCount,
and all item data (itemId/count/displayInfoId)
- Fix garbled CSV fallback in asset_manager: return nullptr instead of silently
returning garbled DBC data when binary fallback is unavailable
- Add NPC spawn diagnostics: log when UNIT blocks have displayId=0 (wrong field index)
and when spawn callback fires with displayId + position
- Improve getModelPathForDisplayId failure logging: distinguish displayDataMap_ miss
vs modelIdToPath_ miss, and include map sizes for context
M2 models like OrgrimmarFloatingEmbers and OrgrimmarSmokeEmitter have a
simple box mesh (24 verts, 36 indices) meant only to define particle
emitter bounds. Their blendMode was 0 (opaque), causing them to render
as large grey boxes. Detect these by checking for box geometry with
particle emitters and large bounds (>5 units), then mark as invisible.
Also add ANTIPORTAL and batch-disable flag checks to WMO group filtering.
- Fix FBlock color keys from 3-byte BGR to 4-byte RGBA (CImVector) to
prevent garbled purple/red colors from byte misalignment
- Add circular soft-edge falloff in particle fragment shader (GL_POINTS
rendered as squares by default)
- Apply default gravity (4.0 spray, 1.5 mist) when M2 gravity is 0 since
bone animation from .anim files isn't loaded yet
- Add drift velocity to speed=0 emitters so particles spread as mist
instead of clustering at static bone positions
- Run particle updates for all nearby instances, not just those in
boneWorkIndices_, to prevent particles freezing when bone culled
- Wrap animation time for particle models to keep emission tracks looping
- Cap particle scale to 1.5 and reduce point size multiplier (800→400)
- Desaturate FBlock colors 70% toward white for natural water appearance
- Reduce additive blend alpha to 5% and volume particles to 2%
Corrected CharGeosets group assignments verified via vertex bounding boxes:
- Group 4 (401+) = gloves/forearms, Group 5 (501+) = boots/shins,
Group 8 (801+) = sleeves (chest-controlled), Group 9 = kneepads,
Group 13 (1301+) = pants/trousers, Group 20 (2002) = bare feet
- Changed bare shin default from 501 to 502 for better width match
with thigh mesh (0.39 vs 0.32, thighs are 0.42)
- Added clearCompositeCache() to prevent stale composite textures
from being reused across equipment changes
- Fixed character preview geoset defaults to match corrected mapping
Implement full mail send/receive: SMSG_SHOW_MAILBOX, CMSG_GET_MAIL_LIST,
SMSG_MAIL_LIST_RESULT, CMSG_SEND_MAIL, SMSG_SEND_MAIL_RESULT, mail take
money/item/delete/mark-as-read, and inbox/compose UI windows.
Fix periodic stuttering in Stormwind caused by synchronous per-line disk
flushes in the logger — remove fileStream.flush() and std::endl, downgrade
high-volume per-packet/per-model/per-texture LOG_INFO to LOG_DEBUG.
Remove HDPackManager, expansion overlay manifests, and BLP size-comparison
logic. Assets now resolve through a single manifest with a simple override
directory (Data/override/) for future HD upgrades.
- Parse MCLQ sub-chunks in vanilla ADTs for water rendering (WotLK uses MH2O)
- Load TaxiPathNode.dbc for MO_TRANSPORT world-coordinate paths (vanilla boats)
- Parse data[] from SMSG_GAMEOBJECT_QUERY_RESPONSE (taxiPathId for transports)
- Support vanilla M2 particle emitters (504-byte struct, different from WotLK 476)
- Add character preview texture diagnostic logging
- Fix disconnect handling on character screen (show error only when no chars)
CharSections fields were mapped incorrectly (Variation/Color at 4-5,
textures at 6-8) — corrected to textures at 4-6, Flags at 7,
Variation at 8, Color at 9. Fixed in both dbc_layout.cpp and all
expansion JSON configs. Also fix Warden HASH_REQUEST to SHA1 over
seed+moduleImage instead of just seed.
Two bugs fixed:
1. SMSG_INSPECT_RESULTS (0x115) was falling through to the inspect
handler, but this opcode is not the real inspect response. Removed
the case so only SMSG_INSPECT_TALENT (0x3F4) triggers the handler.
2. EmotesText DBC layout was missing "ID" field in all 4 expansion
JSON files, causing operator[] to return 0xFFFFFFFF instead of 0.
This broke the dbcId reverse lookup, so other players' emotes
always fell back to generic "performs an emote" text. Added ID
and OthersTargetTextID/OthersNoTargetTextID to all layouts.
Load third-person emote text templates (othersTarget/othersNoTarget)
from EmotesText.dbc fields 3 and 7 alongside existing sender text.
Build reverse lookup map from dbcId to EmoteInfo for incoming
SMSG_TEXT_EMOTE resolution. Other players now show proper emote
descriptions like "Player dances with Target" instead of generic
"Player performs an emote" text.
Expansion overlays allow each expansion to supplement the base asset data
via an assetManifest field in expansion.json, loaded at priority 50 (below
HD packs). The asset extractor gains --reference-manifest for delta-only
extraction. Also fixes CharSections field indices (VariationIndex=4,
ColorIndex=5, Texture1=6) across all DBC layout references.
Vanilla M2 tracks store absolute timestamps in the flat array (e.g.
1000-2000ms) but the renderer plays animTime from 0 to duration.
Normalize timestamps to 0-relative after slicing per-sequence ranges
so findKeyframeIndex matches correctly.
- Parse vanilla M2 animation tracks (flat arrays with M2Range indices)
instead of skipping them, fixing T-pose on all vanilla models
- Use C4Quaternion (float[4]) for vanilla bone rotations instead of
CompressedQuat (int16[4]) which produced garbage transforms
- Fix vanilla M2 attachment struct size (48 bytes, not 40) so weapons
attach to correct bones instead of model origin
- Route movement packets through expansion-specific packet parsers
instead of hardcoded WotLK format, fixing server-side position sync
- Fix Spell.dbc field indices for classic/turtle (Name=120, Rank=129,
IconID=117) - were pointing to Portuguese locale column (+7 offset)
- Change guild roster keybind from J to O (WoW default)
- Add guild opcodes for all expansions
- Route SMSG_UPDATE_OBJECT through polymorphic parsers for correct
vanilla format (uint8 updateFlags, 6 speeds vs WotLK uint16/9)
- Fix SMSG_DESTROY_OBJECT for vanilla (8 bytes, no isDeath field)
- Add MSG_MOVE_* handlers for other player movement relay
- Add ClassicPacketParsers::parseMessageChat with targetGuid read
and monster-type name handling
- Resolve chat sender names from player name cache before display
- Fix CSV DBC field 0 always treated as numeric ID (fixes 16+ garbled
Turtle CSVs including Map, AreaTable, Spell, CreatureDisplayInfo)
- Add CSV DBC validation: reject garbled CSVs (>80% zero IDs) and
fall back to binary DBC files
- Fix ItemDisplayInfo texture component field index (14+ not 15+)
for binary DBC with gender-aware suffix resolution
- Spawn other players as visible M2 models via creature callback
- Map name cache dedup prevents overwrites from duplicate CSV records
- Vanilla M2 bone struct (108 bytes) with 28-byte animation tracks
- Version-aware bone parsing (vanilla vs WotLK format detection)
- Fix CharSections.dbc field layout for vanilla (variation/color at 4-5)
- Remove broken CharSections.csv files (all fields marked as strings)
- Expansion data reload on profile switch (DBC cache clear, layout reload)
- Vanilla packet encryption (VanillaCrypt XOR-based header crypt)
- Extended character preview geoset range (0-99) for vanilla models
- DBC cache clear support in AssetManager
Replace hardcoded WotLK protocol constants with a data-driven architecture
supporting Classic 1.12.1, TBC 2.4.3, and WotLK 3.3.5a. Each expansion
has JSON profiles for opcodes, update fields, and DBC layouts, plus C++
polymorphic packet parsers for binary format differences (movement flags,
speed fields, transport data, spline format, char enum layout).
Key components:
- ExpansionRegistry: scans Data/expansions/*/expansion.json at startup
- OpcodeTable: logical enum <-> wire values loaded from JSON
- UpdateFieldTable: field indices loaded from JSON per expansion
- DBCLayout: schema-driven DBC field lookups replacing magic numbers
- PacketParsers: WotLK/TBC/Classic parsers with correct flag positions
- Multi-manifest AssetManager: layered manifests with priority ordering
- HDPackManager: overlay texture packs with expansion compatibility
- Auth screen expansion picker replacing hardcoded version dropdown
Log all MODF placements of STORMWIND.WMO with complete details:
- uniqueId (should be unique per instance)
- position (x, y, z) - to detect duplicate placements at different Z
- rotation (pitch, yaw, roll)
- doodadSet and flags
This will immediately reveal if the floating cathedral is caused by
duplicate MODF placements at different heights vs a renderer issue.
If multiple entries have same XY but different Z, that's the culprit.
Removed condition that suppressed logging when wmoNames.size() == 0.
Now will always show 'Loaded X WMO names from MWMO chunk' to confirm
MWMO parsing is happening and reveal if ADT tiles have empty or missing
WMO name lists. This will help diagnose why cathedral WMOs aren't appearing
in logs.
Changed LOG_DEBUG to LOG_INFO for WMO filenames so they appear in logs
without requiring debug mode. This will show all WMO files loaded from
ADT tiles and make cathedral detection messages visible.
Added detailed logging in ADT loader to identify cathedral WMO duplicates:
- Log all WMO filenames from MWMO chunks with index numbers
- Flag and highlight any WMO containing "cathedral" or "Cathedral"
- Log cathedral placement positions from MODF chunks
This will help identify if both WotLK and classic cathedral models are
being loaded from the same ADT tile, causing the floating duplicate effect:
- World\wmo\Azeroth\Buildings\Stormwind\SW_CathedralDistrict.wmo
- world/wmo/azeroth/stormwind/zClassic/cathedral.wmo
The logs will show which cathedral variants exist and their exact positions
to determine if one should be filtered/hidden.
Added detailed logging for WMO vertex data to diagnose pitch black areas:
- Log MOCV (vertex colors) chunk presence and first color value
- Log MONR (normals) chunk presence and first normal vector
- Log WMO group flags to identify interior vs exterior groups
Increased WMO ambient light from (0.4, 0.4, 0.5) to (0.55, 0.55, 0.6) to
make shadowed/dark areas more visible. This addresses pitch black areas in
Stormwind and other locations where diffuse lighting may be insufficient.
The diagnostic output will help identify if black areas are caused by:
- Missing or incorrect vertex color data (MOCV)
- Missing or incorrect normal data (MONR)
- Groups incorrectly flagged as interior (0x2000 flag)
Loads speech-enUS.MPQ, expansion-speech-enUS.MPQ, and lichking-speech-enUS.MPQ
which contain NPC voice/creature sound files. These MPQs were present but not
being loaded, causing all .ogg NPC greeting sounds to show as NOT FOUND.
- 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.
Parse bounding vertices, triangles, and normals from M2 files and use
them for proper triangle-level collision instead of AABB heuristics.
Spatial grid bucketing for efficient queries, closest-point wall push
with soft clamping, and ray-triangle floor detection alongside existing
AABB fallback.
- Add mutex to AssetManager::loadTexture/loadDBC/fileExists to prevent
StormLib thread-safety races that silently fail texture reads; stop
caching texture load failures so transient errors are retried.
- Replace /unstuckgy DBC lookup (which used wrong coordinate transform)
with hardcoded safe locations per map.
- Widen WMO floor raycast from single grid cell to ±1 unit range query
to catch bridge/walkway triangles at cell boundaries.
- Tighten swept collision hit threshold (0.5 → 0.15) and grid query
margin (2.5 → 1.5) to prevent false-positive wall pushes.
- Tighten post-wall-push Z snap lower bound (-1.0 → -0.3) to prevent
gradual floor sinking.