- 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 the targeting ring anchored near target feet by filtering floor probes to a local Z window, preventing unrelated upper/lower WMO surfaces from hijacking ring height.
Also keeps the ring render pass after WMO geometry and before character/M2 passes so it remains visible through terrain/WMO while still rendering behind units.
- Render selection circle before character/WMO/M2 passes\n- Disable depth test during selection pass so terrain does not occlude it\n- Keep model passes after selection so monsters/M2s render over the ring
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.
Combat state/UI:
- Split attack intent from server-confirmed auto attack in GameHandler.
- Add explicit combat state helpers (intent, confirmed, combat-with-target).
- Update player/target frame and renderer in-combat indicators to use confirmed combat.
- Add intent-only visual state in UI to avoid false combat feedback.
Animation correctness:
- Correct combat-ready animation IDs to canonical ready stances (22/23/24/25).
- Remove hit/wound-like stance behavior caused by incorrect ready IDs.
Classic/TBC/Turtle melee reliability:
- Tighten melee sync while attack intent is active: faster swing resend, tighter facing threshold, and faster facing cadence for classic-like expansions.
- Send immediate movement heartbeat after facing corrections and during stationary melee sync windows.
- Handle melee error opcodes explicitly (NOTINRANGE/BADFACING/NOTSTANDING/CANT_ATTACK) and immediately resync facing/swing where appropriate.
- On ATTACKSTOP with persistent intent, immediately reassert ATTACKSWING.
- Increase movement heartbeat cadence during active classic-like melee intent.
Server compatibility/anti-cheat stability:
- Restrict legacy force-movement/speed/teleport ACK behavior for classic-like flows to avoid unsolicited order acknowledgements.
- Preserve local movement state updates while preventing bad-order ACK noise.
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.
Bag bar: left-click drag bags to swap positions using CMSG_SWAP_ITEM
with INVENTORY_SLOT_BAG_0 (255). Local optimistic swap for instant
feedback. Camera controller now respects ImGui WantCaptureMouse.
Vendor auto-open bags only triggers once per session.
Fix opcodes: CMSG_GAMEOBJECT_USE 0x01B→0x0B1 (typo caused
SMSG_FORCEACTIONSHOW spam), CMSG_CANCEL_AURA 0x033→0x136,
SMSG_SELL_ITEM 0x1A4→0x1A1.
Use actual WoW 3.3.5a PlayerExertions and Vox sound paths from MPQ
manifests for attack grunts, wounds, and death sounds. Handle Blizzard
naming quirks (HumanFeamle typo, OrcMale no Final suffix, Scourge→Undead).
Add COMBAT_IDLE animation state with ready weapon stance between swings.
Restore deleted MPQ sound manifest docs.
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.
Mod blend (GL_DST_COLOR, GL_ZERO) multiplies the framebuffer by texture color,
so dark pixels create visible black rectangles. Use a variable colorKeyThreshold
uniform (0.7 for Mod/Mod2x, 0.08 default) to discard dark pixels from these
batches while preserving normal colorKeyBlack behavior elsewhere.
The pixel content glow detection (>60% dark = glow) was too aggressive,
flagging dark metal textures on sconces as glow textures and making
structural geometry transparent. The forced additive blending for
colorKeyBlack batches compounded the issue.
Reverted both. Added per-batch diagnostic logging for models containing
"light", "lamp", or "lantern" to identify the actual blend modes and
material flags on Stormwind bridge lamps.
force additive blending for colorKeyBlack batches
Two key changes:
1. Detect glow-like textures by analyzing pixel content during loading:
textures that are >60% near-black with some bright pixels are flagged
as colorKeyBlack regardless of filename. This catches glow textures
like Stormwind street lamps whose paths don't contain keywords like
"lamp" or "lantern".
2. Force additive blending (mode 3) for batches with colorKeyBlack
textures that have blendMode 1 or 2. These textures are designed for
additive blending where black = transparent, but some M2 files specify
Alpha or AlphaKey blend modes which cause black areas to render as
solid dark disks instead of being invisible.
Two fixes:
1. shouldUseGlowSprite now requires the UNLIT material flag (0x01) for
the colorKeyBlack+flameLikeModel path. Previously, structural geometry
(torch handles, sconce brackets) on flame-like models got replaced
with glow sprites because their texture paths contained keywords like
"torch" in the directory name, setting colorKeyBlack on non-glow
textures. Requiring UNLIT ensures only actual glow/emissive batches
become sprites while lit structural geometry renders normally.
2. Fragment shader now discards near-black (maxRGB < 0.1) for ALL unlit
non-opaque batches, not just additive blend modes. Glow effects on
lanterns/lamps that use blendMode 1 (AlphaKey) or 2 (Alpha) instead
of 3 (Additive) now properly discard their black backgrounds.
Three-part fix for glow textures showing opaque black rectangles instead
of being transparent:
1. Pass blend mode to fragment shader via uBlendMode uniform. For additive
blend modes (3=Add, 6=BlendAdd), discard near-black fragments (maxRGB
< 0.1) since they contribute nothing visually but render as dark
rectangles against sky/terrain.
2. Expand colorKeyBlack texture keyword detection to include "lamp",
"lantern", "glow", "flare", "brazier", "campfire", "bonfire" in
addition to the existing "candle", "flame", "fire", "torch".
3. Expand flameLikeModel detection for glow sprite conversion to include
"brazier", "campfire", "bonfire". Also compute glow centers for
colorKeyBlack batches (not just blendMode >= 3) so glow sprites
position correctly for all flame-like objects.
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).
Both passes were rendering the entire loaded scene (17×17 tile radius)
into a shadow map that only covers 360×360 world units — submitting
10-50× more geometry than the shadow frustum can actually use.
- TerrainRenderer::renderShadow: skip chunks whose bounding sphere
doesn't overlap the shadow frustum AABB in XY. Reduces terrain draw
calls from O(all loaded chunks) to O(chunks within ~180 units).
- M2Renderer::renderShadow: skip instances whose world AABB doesn't
overlap the shadow frustum in XY. Reduces M2 draw calls similarly.
- Both functions now take shadowCenter + halfExtent parameters.
- SHADOW_MAP_SIZE 2048→1024: 4x fewer pixels rasterized in depth pass
- Replace 9-tap manual PCF loop with single hardware PCF tap in all 4 receiver
shaders (terrain.frag, wmo_renderer, m2_renderer, character_renderer).
GL_LINEAR + GL_COMPARE_REF_TO_TEXTURE already gives 2×2 bilinear PCF per
tap for free, so quality is maintained while doing 9x fewer texture fetches.
- Throttle shadow depth pass to every 2 frames; OpenGL depth texture persists
between frames so receivers always have a valid shadow map. 1-frame lag at
60 fps is invisible.
- game_handler.cpp: use-after-move on node.id after std::move(node)
(save nodeId before the move)
- tcp_socket.cpp, world_socket.cpp: virtual call in destructor bypasses
dispatch; use qualified TCPSocket::disconnect() / WorldSocket::disconnect()
to make intent explicit
- wmo_renderer.cpp: float loop counters risk precision drift; replace with
integer step counts and reconstruct float from index
- game_screen.cpp: (float + 0.5) cast to int is incorrect rounding;
use std::lround instead
- choose run only when movement speed is above threshold
- prefer walk for duration-less synthesized movement deltas
- keep animation fallback behavior when specific sequence is unavailable
- use movement animation (prefer run, fallback walk) for server-driven creature moves
- synthesize short movement duration for duration-less movement deltas to avoid glide/attack-pose sliding
- return to idle after both walk/run movement states
- drive target circle from entity latest position and always interpolate selected/engaged targets
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
Add AssetManager hookup to AudioEngine so the path-based playSound2D/3D
overloads can load files on demand rather than requiring preloading.
- Add setAssetManager() to AudioEngine (called during world load alongside
other audio manager initializations)
- playSound2D(mpqPath) now calls assetManager->readFile() then delegates
to the vector<uint8_t> overload (removes the "not yet implemented" warning)
- playSound3D(mpqPath, position) same — delegates to the fully spatialized
vector overload (was previously silently falling back to 2D)
- Add TurtlePacketParsers with dedicated movement block parser (Classic format + transport timestamp)
- Fix quest giver status: read uint32 and translate vanilla enum values for Classic/Turtle
- Fix quest accept packet: remove trailing uint32 that vanilla servers reject
- Fix quest details parser: auto-detect vanilla vs WotLK format (informUnit field)
- Fix spellbook and action bar icons: fallback to WotLK DBC field indices when expansion layout fails
- Fix spell cast failure messages: translate vanilla SpellCastResult codes (+1 offset)
- Fix realm list: correct type values (6=RP, 8=RP-PvP) and population thresholds
- Fix music: disable looping for zone music, auto-advance to next random track when finished
- Add music anti-repeat: avoid playing the same track back-to-back
- Make TBC update block parsing resilient (keep parsed blocks on failure instead of aborting)
- Add right-click attack on hostile mobs
- Add name query diagnostic logging
The binary DBC files for all expansions use the same field ordering
(VariationIndex=4, ColorIndex=5, Texture1=6), but classic/tbc/turtle
dbc_layouts.json had swapped texture and variation/color fields, causing
all skin/face/hair/underwear lookups to fail. Also adds generalized
NxN texture scaling and a second video to README.
- 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.
Guild: add disband, leader transfer, public/officer note commands with
roster context menu showing rank names and officer notes column. Auto-refresh
roster after guild events.
Channels: fix city/region channels not working by accepting SMSG_CHANNEL_NOTIFY
during ENTERING_WORLD state (server auto-joins before VERIFY_WORLD) and handling
PLAYER_ALREADY_MEMBER notification.
Whisper: /r now switches to whisper tab and sets target to last sender,
matching WoW behavior.
Camera: extend WMO collision raycasting to work outside WMOs too.
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%
clearCompositeCache() now only clears the lookup map without deleting
GPU textures, preventing NPC and other instance textures from being
accidentally destroyed during player equipment changes.
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.