- normalize humanoid NPC clothing geosets at spawn time to avoid conflicting overlays\n- force pants-first selection for group 13 to prevent robe/kilt meshes on trouser NPCs\n- hide cloak groups for NPCs unless a renderable cape texture can actually be resolved\n- avoid falling back to missing equipment texture paths during region compositing\n- stop model-scope type-2 cape texture writes that could leak cape/white textures across shared model IDs\n- add group texture override usage in character renderer draw path\n- update character preview equipment application to reuse preview applyEquipment path\n- keep hand-only keybone fallback for attachments to prevent helmet/anchor misbinds
Hide NPC cloak/object-skin mesh when no cape texture resolves by using a transparent texture fallback, preventing skin-texture bleed on cloaks. Tighten NPC equipment region compositing by slot and add safe humanoid geoset selection to avoid robe-over-pants conflicts and odd pants texturing.
Reduce login/runtime hitching by deferring non-critical world-system initialization across frames, lowering per-frame transport doodad spawn budget, and demoting high-volume transport/MO_TRANSPORT diagnostics to debug. Gate M2 glow diagnostics behind WOWEE_M2_GLOW_DIAG and make zone music prewarm opt-in via WOWEE_PREWARM_ZONE_MUSIC.
- Add per-frame cap for first-time creature model loads to spread expensive model/texture decode work across frames instead of burst loading.
- Keep cached creature spawns flowing while deferring uncached display IDs, preserving world population updates with smoother frame pacing.
- Defer transport WMO doodad instancing into a queued batch processor with a strict per-frame budget to avoid multi-hundred-ms spikes when ships/elevators register.
- Process deferred transport doodad batches in both normal gameplay update and loading-screen warmup loop so heavy transport setup can be amortized before and after world entry.
- Cleanup pending transport doodad batches on gameobject despawn to prevent stale work and avoid attaching children to removed parents.
- Lower character texture cache miss logging from INFO to DEBUG to reduce log I/O contention during movement-heavy asset streaming.
- keep character-selection state until world entry load/finalize completes
- move expensive post-load setup (test transport + creature callback prep) before loading screen shutdown
- add bounded world warmup pass under loading screen to drain initial network/spawn backlog
- start intro camera pan after warmup so rotation begins when gameplay becomes visible
- guard test transport setup so it runs once per session
- add per-update world socket parse budget to prevent single-frame packet-drain stalls
This reduces visible 3-4s stutter after login by shifting startup work behind the loading screen and time-slicing packet processing.
- Use interpolated moveInstanceTo() for normal server NPC position deltas so walk/run animations play instead of visual sliding
- Keep hard snaps only for dead units and large corrections/teleports
- Add per-creature render position cache to drive interpolation safely across frames and clear it on spawn/despawn/reset
- Keep minimap controls visible regardless of quest-status availability
- Correct minimap NPC/quest marker projection mapping to match minimap shader transform
- Add optional nearby NPC minimap dots setting (default OFF), exposed in Gameplay > Interface and persisted in settings
- Right-click attack fallback for non-interactable hostile creatures
- Robust creature skin path resolution for WotLK/non-humanoid display skin fields
- Strengthened client-side anti-overlap spacing for active melee targets (including wolf/worg models)
- Minimap questgiver markers now use live minimap view radius and exact minimap center to prevent player-relative drift
Selection ring rendering has been upgraded to better match WoW-like target feedback and remain readable across complex geometry.
Visual updates:
- Reworked ring mesh/shader from a simple two-band strip to a unit-disc + radial fragment shaping.
- Implemented a thinner outer ring profile.
- Added an inward color/alpha gradient that fades from the ring toward the center.
Placement/anchoring updates:
- Added CharacterRenderer::getInstanceFootZ() to query model foot plane from instance bounds.
- Added Application::getRenderFootZForGuid() to resolve per-GUID foot height via live instance mapping.
- Updated GameScreen target selection placement to anchor the effect at target foot Z.
Ground/surface stability:
- In renderSelectionCircle(), added floor clamping against terrain, WMO, and M2 floor probes at target XY.
- Raised final placement offset to reduce residual clipping on uneven surfaces.
Depth/visibility behavior:
- Added polygon offset during ring draw to reduce z-fighting.
- Disabled depth testing for the selection effect draw pass (with state restore) so the ring remains visible through terrain/WMO occluders, per requested behavior.
State safety:
- Restored modified GL state after selection pass (depth test / polygon offset / depth mask / cull).
Build validation:
- Verified with cmake build target "wowee" after each stage; final build succeeds.
- Send CMSG_QUESTGIVER_ACCEPT_QUEST with trailing u8 flag on non-classic expansions to match AzerothCore parsing and prevent opcode 393 ByteBufferException.
- Keep classic/turtle on short accept packet format (guid + questId).
- Add displayId fallback for 31048/31049 to Creature\Wolf\Wolf.m2 so Diseased Young Wolf variants render instead of being dropped.
Classic: synchronized Data/expansions/classic/opcodes.json to /home/k/Desktop/classicopcodes.h with exact symbol/value parity (0 missing, 0 mismatches).
WotLK: synchronized Data/expansions/wotlk/opcodes.json to /home/k/Desktop/azerothcoreOpcodes.h and aligned symbol names to AzerothCore naming.
Logical opcode layer: expanded include/game/opcode_table.hpp and src/game/opcode_table.cpp to include missing canonical opcode symbols required by synced tables, and removed legacy alias fallback block so canonical names are used directly.
Gameplay/handler updates included from ongoing fixes: duel/taxi stale opcode cleanup, level-up/sound handling adjustments, and related parser/packet references updated to match canonical opcode identifiers.
Validated by successful full build: cmake --build build -j32.
Wire CombatSoundManager into SMSG_ATTACKERSTATEUPDATE for weapon swing,
impact, and miss sounds. Add attack grunt and wound vocalizations to
ActivitySoundManager using correct WoW MPQ PC-suffix paths. Trigger
attack animation on SMSG_SPELL_GO for warrior melee abilities. Add
client-side melee range and facing checks to prevent server rejections.
Snap charge arrival to target's current position for reliable melee range.
Replace 2D screen-space ding rings with real WoW LevelUp.m2 particle/geometry
effect. Fix FBlock particle color parsing (C3Vector floats, not CImVector bytes)
which was producing blue/red instead of golden yellow. Spell effect models bypass
particle dampeners, glow sprite conversion, Mod→Additive blend override, and all
collision (floor/wall/camera) to prevent camera zoom-in. Other players' level-ups
trigger the 3D effect at their position with group chat notification. F7 hotkey
for testing.
Two bugs caused the client to look like a bot to server GMs:
1. Strafe animation played during forward+strafe (W+A) instead of the
walk/run animation. Added pureStrafe guard so strafe animations only
play when exclusively strafing (no forward key or auto-run active).
2. CMSG_MOVE_SET_FACING was never sent on mouse-look turns. The server
predicts movement from the last known facing; without SET_FACING the
heartbeat position appeared to teleport each time the player changed
direction. Now sent at up to 10 Hz whenever facing changes >3°,
skipped while keyboard-turning (handled server-side by TURN flags).
- add per-frame nearby creature render sync from entity positions/orientation to prevent model-vs-target-circle drift
- treat lootable dynflag as dead state hint for unit spawn/deferred-display paths
- fire NPC death callback when a late display spawn is already dead/lootable
- remove loot-response money fallback announce/SFX to stop duplicate copper messages on re-opened corpses
- propagate item damage range and delay into ItemDef during inventory rebuild
- show weapon damage, speed, and DPS in inventory/character slot tooltips
- fix online spawn camera pitch sign so third-person camera starts above ground
- Trigger ding when UNIT_FIELD_LEVEL increases for player: plays LevelUp sound,
cheer emote animation, and shows screen overlay
- renderDingEffect(): 3 expanding golden rings + "LEVEL X!" / "DING!" text
drawn via ImDrawList foreground (3s duration, fades out last 0.8s)
- triggerDing() wires sound (UiSoundManager::playLevelUp) + emote + overlay
- LevelUpCallback in GameHandler fires on genuine level increase (newLevel > oldLevel)
- "Test: Level Up" button in escape menu triggers ding at current player level
- 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
Re-send CMSG_ATTACKSWING every second while auto-attacking so combat
resumes automatically when the server pauses the attack loop (out of
range, etc). Previously the client kept autoAttacking=true but never
re-engaged, requiring the player to manually right-click again.
Also remove leftover single-player/offline references from comments.
Previously this opcode was unrecognised and silently dropped, leaving the
client stuck in ENTERING_WORLD with no feedback when the server rejected a
login (duplicate session, world down, disabled race/class, etc.). Now we
decode the LoginFailureReason byte, reset state to CHAR_LIST_RECEIVED so
the player can retry, and surface a red error message on the character screen
via the new CharLoginFailCallback. Also adds isError colour support to
CharacterScreen::setStatus so failures show in red and successes in green.
- Fix action bar, bag bar, chat window to track window resize (Always pos)
- Show spell names in cast bar instead of spell IDs
- Play precast/cast-complete sounds via SpellSoundManager
- Fix hearthstone to use CMSG_CAST_SPELL directly (avoids slot sync issues)
- Show map name instead of coordinates in hearthstone tooltip
- Show cooldown time remaining in action bar tooltips
- Search equipped slots and bags for action bar item icons
- Redesign realm screen: back button, larger table/buttons, auto-select
realm with characters, double-click to enter, proportional columns
- Clear introActive/idleOrbit in externalFollow block so mouse panning works during taxi
- Skip full world reload on same-map teleports (taxi landing) by tracking loadedMapId
- Collect all model IDs for a path when resolving gryphon display ID (fixes displayId=0)
- Remove incorrect MountDisplayId fields from Vanilla/Turtle TaxiNodes DBC layouts
- Add Vanilla fly animation IDs (234/229/233) to taxi mount animation candidates
Use FlyForward/FlyIdle animations (IDs 158/159) for taxi mounts instead
of ground movement animations (Stand/Run). Add detailed mount texture
debug logging and improve fallback texture resolution for gryphon/wyvern
models with multiple skin slots.
Rebuild creature display lookups after expansion-specific DBC layout loads
(was using WotLK defaults before turtle layout was available). Add full
drag-and-drop support for bag items with server-side CMSG_SWAP_ITEM packets.
Add Classic-specific SMSG_ITEM_QUERY_SINGLE_RESPONSE parser for Vanilla
format differences (fewer damage types, no scaling stats, no Flags2).
Defer equipment texture compositing to a queue processed max 1 per frame
instead of compositing immediately on callback (each compositeWithRegions
call does file I/O + CPU blit + GPU upload on the main thread). Reduce
MAX_SPAWNS_PER_FRAME from 96 to 8 and increase inspect rate limit from
0.75s to 2s. Demote noisy per-frame logs to DEBUG level.
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
Use authoritative WoW Model Viewer atlas coordinates (256x256 reference)
for face, underwear, and body region placement. Previously all coordinates
were hardcoded at 512x512 scale causing overlays to be clipped on the
256x256 base skin. Also include face upper+lower textures from
CharSections.dbc in compositing for both player and other-player characters.
Fix 9 PopStyleVar(2) calls that should be PopStyleVar(1) across
player frame, target frame, cast bar, party frames, buff bar, escape
menu, death dialog, and resurrect dialog. Fix action bar from
PopStyleVar(2) to PopStyleVar(4) to match 4 pushes.
Fix character geoset defaults: 301→302 (bare hands), 701→702 (ears),
1501→1502 (back/cloak), add 802 (wristbands). No WoW character model
uses geoset 301/701/1501; all use 302/702/1502 as base. This fixes
missing hands/arms on undead and other races with separate hand meshes.
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.
- Skip WMO batches with material flags F_SIDN (0x20) or F_WINDOW (0x40)
which are transparent sky/window panes that render as grey curtains
- Fix /unstuck: always nudge 5 units forward first, then sample floor at
destination instead of teleporting back to last safe position (which
could be the stuck location itself)
- Per-family mount sounds (kodo, tallstrider, mechanostrider, etc.) detected from M2 model path
- Skip WMO groups with SHOW_SKYBOX flag or all-untextured batches (grey mesh in Orgrimmar)
- Freeze physics during taxi landing until terrain loads to prevent falling through void
- Disable bone animations on tropical vegetation (palm, bamboo, banana, etc.) to fix wiggling
- Snap player to final taxi waypoint on flight completion
- Extract mount aura spell ID from classic UNIT_FIELD_AURAS for CMSG_CANCEL_AURA dismount
- Increase /unstuck forward nudge to 5 units
- 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)
Add resetDbcCaches() to GameHandler to clear stale spell name, skill,
taxi, and talent caches when switching expansions. Called from
reloadExpansionData() so switching servers (e.g. WotLK to Turtle)
reloads DBC data instead of using stale entries from the previous
expansion.
Add reset() to RealmScreen and CharacterScreen to clear stale selection
state. Clear auth handler realm list on reconnect. Reset both screens
when going back to login or back to realm selection, so switching
servers shows fresh data instead of stale lists from the previous
connection.
Binary ItemDisplayInfo.dbc has 23 fields with texture components at
14-21, not 15-22. The previous "fix" shifted all fields by +1 which
read wrong columns and broke both player and NPC equipment rendering.
Also fix local player texture cycling: rebuildOnlineInventory() was
called on every item query response (including for other players),
unconditionally setting onlineEquipDirty_ which triggered redundant
texture recompositing. Now tracks previous equipment displayInfoIds
and only sets dirty when they actually change.
Unified all 3 equipment texture code paths (local player, other
players, NPCs) to use the DBC layout system with correct field 14
base index.
Texture regions are at DBC fields 15-22, not 14-21. Field 14 is
HelmetGeosetVis[1] (uint32), and getString() on it returned random
strings from the DBC string block, causing garbled textures on
players and missing leg textures on other characters.
Cache composite textures by input key so identical NPC equipment
combos share one GPU texture. Use DBC layout system for
ItemDisplayInfo texture component fields instead of hardcoded
indices (cross-expansion support). Selective player equipment
re-emission on item query response instead of broadcasting to
all players.
Default PLAYER_VISIBLE_ITEM layout to known WotLK 3.3.5a values
(base=284, stride=2) so equipment reads work immediately without
waiting for heuristic detection. Add equipment texture compositing
for humanoid NPCs over baked body textures using ItemDisplayInfo.dbc
region lookups (texture-only, no geoset changes to avoid invisibility).
Vanilla (v256) and TBC (v263) M2 files embed skin data directly, parsed
during M2Loader::load(). The code unconditionally loaded external .skin
files afterwards, which resolved to WotLK-format .skin files (48-byte
submeshes) from the base manifest — overwriting the correctly parsed
embedded skin (32-byte submeshes) and causing mesh corruption on all
character models. Guard all 13 loadSkin() call sites with version >= 264
so external .skin files are only loaded for WotLK M2s that need them.
Filter races/classes in character creation screen by expansion profile
constraints, add 10s server response timeout, and reset Warden crypto
state on disconnect so reconnections use the correct session key.
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.