Foundation for WoW-compatible addon support:
- Vendor Lua 5.1.5 source as a static library (extern/lua-5.1.5)
- TocParser: parses .toc files (## directives + file lists)
- LuaEngine: Lua 5.1 VM with sandboxed stdlib (no io/os/debug),
WoW-compatible print() that outputs to chat, GetTime() stub
- AddonManager: scans Data/interface/AddOns/ for .toc files,
loads .lua files on world entry, skips LoadOnDemand addons
- /run <code> slash command for inline Lua execution
- HelloWorld test addon that prints to chat on load
Integration: AddonManager initialized after asset manager, addons
loaded once on first world entry, reset on logout. XML frame
parsing is deferred to a future step.
- Fix zip slip vulnerability: validate extracted paths stay within target
- Fix redundant mkdir before rmtree in rebuild_override()
- Add build/asset_extract and Windows .ps1 fallback to extractor search
- Preserve pack list selection across refreshes
- Add Cancel Extraction button with process.terminate()
- Run override rebuild in background thread to avoid UI freeze
- Fix locale combobox state to readonly
- Add asset_pipeline/ to .gitignore
- Make script executable
vk_mem_alloc.h was in extern/ but gitignored, causing macOS CI to fail
with 'vk_mem_alloc.h' file not found. Whitelist it alongside the other
vendored headers.
- Add vk-bootstrap as a git submodule (was in extern/ but not tracked,
causing "vk-bootstrap not found" on all CI jobs)
- Whitelist extern/vk-bootstrap in .gitignore
- Move stormlib to a separate optional install step on both Windows CI
jobs (mingw-w64-x86_64-stormlib doesn't exist in MSYS2 repos)
- Add missing MSYS2 packages to CI: vulkan-loader, vulkan-headers,
shaderc, stormlib (both x86-64 and arm64), unicorn (arm64)
- Make vulkan-1.dll copy conditional via find_file (fixes MSYS2 builds)
- Use find_library for wininet/bz2 in asset_extract (graceful fallback)
- Add extract_assets.ps1 and extract_assets.bat for Windows users
- Expand BUILD_INSTRUCTIONS.md with MSYS2, vcpkg, and macOS sections
- Update README.md to reference Windows scripts and platforms
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).
Extracts each expansion's assets as a CRC-compared overlay against a
base manifest, storing only files that differ. Auto-detects overlay mode
when a base manifest already exists. Adds --as-overlay, --full-base
flags and manifest merge for partial extractions.
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
Save/load floor cache per map (e.g., cache/wmo_floor_Azeroth.bin) instead
of a single global file. Saves current zone's cache before teleporting,
loads target zone's cache after terrain streaming completes.