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.
- Rider character bobs with mount's run animation (sinusoidal, 0.12u amplitude)
- Mount hoofbeat footstep sounds triggered at 4 points per animation cycle
- M key opens map directly to player's current zone instead of continent
- Mouse wheel scroll zooms map in/out between world, continent, and zone views
- Fog of war darkens unexplored zones on continent view, clears on visit
- Fix SMSG_FORCE_RUN_SPEED_CHANGE parsing (missing uint32 field caused garbage speed)
- Always send speed ACK to prevent server stall, even on invalid values
- Defer mount model loading to next frame to avoid render-loop hang
- Compute mount height from tight vertex bounds instead of M2 header bounds
- Dismount when entering combat or casting spells while mounted
- Prevent auto-attacking yourself when self-targeted
- Leave combat when 40+ yards from target, close vendor at 15+ yards
- Pre-open X11 display for reliable mouse release in signal handlers
Render mount M2 model under player with seated animation, apply creature
skin textures, server-driven speed via SMSG_FORCE_RUN_SPEED_CHANGE, and
/dismount command. X11 XUngrabPointer on crash/hang to always release mouse.
- M2 interior darkening now uses global player-inside-WMO flag instead
of per-instance queries that were unreliable
- Fix carpet/rug sliding by skipping lateral collision push when player
is standing on top of any stepable low object, not just platforms
The previous approach used getFloorHeight which has tight spatial query
bounds and couldn't find WMO floors far above the player. Now uses
reset() which does multi-radius WMO/terrain scanning.
- Implement flight path system: SMSG_SHOWTAXINODES parser, CMSG_ACTIVATETAXIEXPRESS builder, BFS multi-hop pathfinding through TaxiNodes/TaxiPath DBC, taxi destination UI, movement blocking during flight
- Fix WMO interiors too dark by boosting vertex color lighting multiplier
- Dim M2 objects inside WMO interiors (rugs, furniture) via per-instance interior detection
- Fix ramp/stair clipping by lowering wall collision normal threshold from 0.85 to 0.55
- Restore 5-sample cardinal footprint for ground detection to fix rug slipping
- Fix /unstuck command to reset player Z to WMO/terrain floor height
- Handle MSG_MOVE_TELEPORT_ACK and SMSG_TRANSFER_PENDING for hearthstone teleports
- Fix spawning under Stormwind with online-mode camera controller reset
Sweep step size reduced from 1.0f back to 0.65f with max 3 steps (was 2)
to prevent clipping through ramps in Stormwind. All paths updated: follow,
free-fly, and swimming.
Shadows disabled by default in renderer, settings UI, and settings defaults.
Spawn fix: floor probe used terrain height (underground) instead of server
position when searching for spawn floor. Now probes from max(terrain, serverZ)
so WMO city surfaces above terrain are found correctly. Also invalidates
floor cache on respawn.
Delete button: moved from details panel to bottom row (small, red, far right).
Two-stage confirmation with modal popups: first asks "are you sure", second
warns "THIS CANNOT BE UNDONE" with red DELETE PERMANENTLY button.
- Skip wall collision sweep entirely when player isn't moving (saves all
collision calls when standing still)
- Reduce max sweep steps from 4 to 2 with 1.0f step size (all paths:
follow, free-fly, swimming)
- Cache floor height between frames, reuse when position changes <0.5 units
- Fix floor height not updating after walking off tall objects (fountain etc)
by always smoothing toward detected ground instead of ignoring drops >2 units
- Reduce free-fly ground probes from 5 to 1
- Disable WMO camera collision (raycast + floor probes) for performance
- Add spatial grid to raycastBoundingBoxes for when camera collision is re-enabled
Build a 2D triangle grid per WMO group at load time so getFloorHeight and
checkWallCollision only test triangles in nearby cells instead of brute-forcing
all triangles. Also reduce sweep steps (12→4), ground probes (3→1), camera
floor probes (5→2), throttle isInsideWMO to every 10 frames, and early-out
wall collision on first hit.
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
Split the M2 animation update loop into three phases: sequential animation state update, parallel bone matrix computation via std::async (when 32+ animated instances), and sequential particle update. Each thread processes a disjoint slice of instances so no synchronization is needed.
Extract skill data from PLAYER_SKILL_INFO_1_1 update fields (636-1019), detect
skill increases with chat messages, and replace placeholder Skills tab with live
data grouped by category with progress bars.
Targeting Commands:
- /cleartarget - Clear current target selection
- /targetenemy - Cycle to next hostile target (Tab equivalent)
- /targetfriend - Cycle to next friendly player
- /targetlasttarget, /targetlast - Switch to previous target
- /targetlastenemy - Cycle to previous hostile target
- /targetlastfriend - Cycle to previous friendly player
- /focus - Set current target as focus (client-side)
- /clearfocus - Clear focus target
Implementation:
- Added focusGuid and lastTargetGuid to GameHandler for client-side tracking
- setTarget() now automatically saves previous target to lastTargetGuid
- setFocus() and clearFocus() manage focus target with user feedback
- targetLastTarget() swaps current and previous targets
- targetEnemy() cycles through hostile entities (Units)
- targetFriend() cycles through friendly entities (Players)
- Both targetEnemy/targetFriend support reverse parameter for backwards cycling
Features:
- Focus targeting is client-side (no server opcode in 3.3.5a)
- Last target tracking happens automatically on every target change
- Enemy/friend cycling iterates through visible entities
- Provides user feedback when no targets available
- Tab-like cycling behavior with wraparound
All commands work entirely client-side for responsive targeting.
- Uninvite/kick: /uninvite, /kick <player name> to remove player from party/raid
- Leave party: /leave, /leaveparty to leave current group
- Main tank: /maintank, /mt to set target as main tank (uses raid marker index 0)
- Main assist: /mainassist, /ma to set target as main assist (uses raid marker index 1)
- Clear markers: /clearmaintank, /clearmainassist to remove designations
- Raid info: /raidinfo to display raid lockouts and saved instances
Added opcodes:
- CMSG_REQUEST_RAID_INFO (0x2CD) for requesting raid lockout info
- SMSG_RAID_INSTANCE_INFO (0x2CC) for receiving raid info response
New packet builders:
- GroupUninvitePacket for removing players from group
- GroupDisbandPacket for leaving party (with logging)
- RaidTargetUpdatePacket for setting raid markers (main tank/assist)
- RequestRaidInfoPacket for querying raid lockouts
All commands include proper validation and user feedback.
- AFK commands: /afk, /away to toggle AFK status with optional message
- DND commands: /dnd, /busy to toggle DND (Do Not Disturb) with optional message
- Reply command: /r, /reply to respond to the last received whisper
- Track last whisper sender automatically when receiving whispers
- AFK and DND are mutually exclusive (activating one clears the other)
Display Toggle Commands:
- Add /helm, /helmet, /showhelm to toggle helm visibility
- Add /cloak, /showcloak to toggle cloak visibility
- Track visibility state with helmVisible_ and cloakVisible_ flags
- Show confirmation messages: "Helm/Cloak is now visible/hidden"
- Use CMSG_SHOWING_HELM (0x2B9) and CMSG_SHOWING_CLOAK (0x2BA)
Follow Command:
- Add /follow and /f to follow current target
- Works with both players and NPCs
- Show "Now following [Name]" confirmation message
- Track follow target with followTargetGuid_ for future movement logic
Assist Command:
- Add /assist to target what your current target is targeting
- Read target's target from UNIT_FIELD_TARGET update fields (offset 6-7)
- Reconstruct 64-bit target GUID from two 32-bit field values
- Automatically switch your target to assist target
- Show helpful messages: "[Name] has no target" when appropriate
- Essential for combat coordination in groups
Implementation:
- Add ShowingHelmPacket and ShowingCloakPacket builders
- Add toggleHelm() and toggleCloak() methods with state management
- Add followTarget() for setting follow target
- Add assistTarget() with smart target field reading
- Use Entity::getFields() to access protected update fields
- Handle missing targets and invalid states gracefully
- All commands provide chat feedback
- Support multiple aliases for user convenience
Ignore Commands:
- Add /ignore <name> to block messages from players
- Add /unignore <name> to unblock players
- Maintain ignoreCache for name-to-GUID lookups
- Show confirmation and error messages for ignore actions
- Use CMSG_ADD_IGNORE (0x6C) and CMSG_DEL_IGNORE (0x6D)
Sit/Stand/Kneel Commands:
- Add /sit to sit down (stand state 1)
- Add /stand to stand up (stand state 0)
- Add /kneel to kneel (stand state 8)
- Instant visual feedback with CMSG_STAND_STATE_CHANGE (0x101)
- Support for additional stand states (chair, sleep, etc.)
Logout Commands:
- Add /logout and /camp to initiate logout with countdown
- Add /cancellogout to cancel pending logout
- Show "Logging out in 20 seconds..." or "Logout complete" messages
- Track logout state with loggingOut_ flag to prevent duplicate requests
- Handle instant logout (in inn/city) vs countdown logout
- Use opcodes:
- CMSG_LOGOUT_REQUEST (0x4B)
- CMSG_LOGOUT_CANCEL (0x4E)
- SMSG_LOGOUT_RESPONSE (0x4C)
- SMSG_LOGOUT_COMPLETE (0x4D)
Implementation:
- Add LogoutRequestPacket, LogoutCancelPacket builders
- Add LogoutResponseParser to parse server logout responses
- Add StandStateChangePacket builder for stance changes
- Add AddIgnorePacket and DelIgnorePacket for ignore list management
- Add handleLogoutResponse() and handleLogoutComplete() handlers
- Add ignoreCache map and loggingOut_ state tracking
- All commands display feedback in chat window
Roll Command:
- Add /roll, /random, /rnd commands for random number generation
- Support multiple formats: /roll, /roll 100, /roll 1-100, /roll 10 50
- Broadcasts rolls to party/raid with "[Name] rolls X (min-max)" format
- Cap max roll at 10,000 to prevent abuse
- Use MSG_RANDOM_ROLL (0x1FB) bidirectional opcode
Friend Commands:
- Add /friend add <name>, /addfriend <name> to add friends
- Add /friend remove <name>, /removefriend <name> to remove friends
- Support aliases: /delfriend, /remfriend
- Maintain local friends cache mapping names to GUIDs for lookups
- Display status messages for all friend actions:
- Friend added/removed confirmations
- Friend online/offline notifications
- Error messages (not found, already friends, list full, ignoring)
Social Opcodes:
- Add CMSG_ADD_FRIEND (0x69) and SMSG_FRIEND_STATUS (0x68)
- Add CMSG_DEL_FRIEND (0x6A) for friend removal
- Add CMSG_SET_CONTACT_NOTES (0x6B) for friend notes (future use)
- Add CMSG_ADD_IGNORE (0x6C) and CMSG_DEL_IGNORE (0x6D) (future use)
Implementation:
- Add RandomRollPacket builder and RandomRollParser for roll data
- Add AddFriendPacket and DelFriendPacket builders
- Add FriendStatusParser to handle server friend status updates
- Add friendsCache map to store friend name-to-GUID mappings
- Add handleRandomRoll() and handleFriendStatus() packet handlers
- Comprehensive slash command parsing with multiple formats and aliases
- Add CMSG_QUERY_TIME (0x1CE) and SMSG_QUERY_TIME_RESPONSE (0x1CF) opcodes
- Add CMSG_REQUEST_PLAYED_TIME (0x1CC) and SMSG_PLAYED_TIME (0x1CD) opcodes
- Add CMSG_WHO (0x062) and SMSG_WHO (0x063) opcodes
- Implement /time command to query and display server time
- Implement /played command to show total and level playtime statistics
- Implement /who [name] command to list online players with level and guild
- Add packet builders: QueryTimePacket, RequestPlayedTimePacket, WhoPacket
- Add response parsers for all three server info packet types
- Add handlers that format and display responses in chat as system messages
- Format played time as "X days, Y hours, Z minutes" for readability
- Format server time as "YYYY-MM-DD HH:MM:SS" for readability
- Add CMSG_INSPECT (0x114) and SMSG_INSPECT_RESULTS (0x115) opcodes
- Implement InspectPacket builder for sending inspect requests
- Add inspectTarget() method to GameHandler with validation
- Add /inspect slash command in chat system
- Validate target is a player before sending inspect request
- Show helpful error messages for invalid inspect attempts
- Display confirmation message when inspect request is sent
- Add WHISPER to chat type dropdown with target name field
- Implement comprehensive slash command parsing for all chat channels
- Support /w, /whisper, /tell, /t for whispers (with or without target name)
- Add /s, /y, /p, /g shortcuts for say, yell, party, guild
- Auto-fill whisper target field when switching to WHISPER with player targeted
- Allow /w <message> to whisper currently targeted player
- Add helpful error messages for invalid whisper usage
- Maintain backward compatibility with existing /logout and /invite commands
- Change window title from "WoW 3.3.5a Authentication" to "Authentication"
- Change subtitle from "Connect to Authentication Server" to "Connect to Server"
- Increase button sizes from 120x0 to 160x40 for better visibility
- Add compatibility mode dropdown (currently showing 3.3.5a, extensible for future versions)
- Rename spRace_, spGender_, spClass_ to playerRace_, playerGender_, playerClass_
- Remove swingTimer_ reference (server-side combat only)
- Remove teleporter panel UI and all references
- Remove T key binding for teleporter
Build now completes successfully with zero errors.
- Fixed corrupted header (removed orphaned code fragment)
- Restored NPC callbacks needed for online animations
- NpcDeathCallback, NpcRespawnCallback, NpcSwingCallback
- These were incorrectly removed as "SP-only" but are used for animations in online mode
- Removed calls to deleted methods:
- getItemTemplateName, getItemTemplateQuality (used fallback in loot window)
- notifyInventoryChanged, notifyEquipmentChanged (SP persistence markers)
- Removed hearthstone single-player handling (now uses server)
All online features preserved. Code should now compile.
CMSG_BUY_ITEM was missing the trailing uint8 bag field, causing the
server to silently drop undersized packets. Add handlers for
SMSG_QUESTGIVER_REQUEST_ITEMS and SMSG_QUESTGIVER_OFFER_REWARD with
UI windows for quest completion and reward selection.
Only SkillLine category 7 (Class) gets its own tab, giving the 3 spec tabs
(e.g. Discipline/Holy/Shadow for Priest). Weapon skills, racials, professions,
and utility spells all go into the General tab.
- Rewrite SpellCastResult enum to match AzerothCore 3.3.5a values (was misaligned, showing wrong error messages like "Not while trading" instead of "Unit not in front")
- Fix spellbook-to-action-bar drag-drop by using ImGuiHoveredFlags_AllowWhenBlockedByActiveItem for cross-window hover detection
- Fix player frame showing wrong character name by looking up activeCharacterGuid instead of always using characters[0]
- Clear playerNameCache on disconnect to prevent stale names across sessions
Left-click on action bar slots now casts spells/uses items instead of starting a drag. Right-click-drag rearranges slots. Spells can be dragged from the spellbook directly onto the action bar, replacing the old "Assign to" button row.
Parse SMSG_QUESTGIVER_STATUS and SMSG_QUESTGIVER_STATUS_MULTIPLE packets to track per-NPC quest status, render yellow/gray ! and ? markers in 3D world space above NPC heads with distance-based scaling, and show corresponding dots on the minimap.
Allow picking up consumables from inventory and dropping them onto action bar
slots. Items display their icon or name, can be used via click or hotkey
(1-0,-,=), and cleared with right-click. Adds useItemById to find and use
items from backpack by item ID.
Correct PLAYER_FIELD_INV_SLOT_HEAD default from 322 to 324 (UNIT_END+0xB0)
which was shifting every equipment slot by one position. Fix auto-detection
to validate against known 3.3.5a base. Change CMSG_AUTOEQUIP_ITEM to send
uint8 bag+slot instead of uint64 GUID, and add slot offset 23 for backpack
items in both auto-equip and use-item packets.