Mail: change money/COD fields from uint32 to uint64 in CMSG_SEND_MAIL and
SMSG_MAIL_LIST_RESULT for WotLK 3.3.5a. Classic keeps uint32 on the wire.
Fixes money truncation and packet misalignment causing mail failures.
Other-player capes: add cape texture loading to setOnlinePlayerEquipment().
The cape geoset was enabled but no texture was loaded, leaving capes blank.
Now mirrors the local-player path: looks up ItemDisplayInfo.dbc, finds cape
texture candidates, applies via setGroupTextureOverride/setTextureSlotOverride.
Zone toasts: suppress duplicate zone toast when the zone text overlay is
already showing the same zone name. Fixes double "Entering: Stormwind City".
Network: enable TCP_NODELAY on both auth and world sockets after connect(),
disabling Nagle's algorithm to eliminate up to 200ms buffering delay on
small packets (movement, spell casts, chat).
Rendering: track material and bone descriptor sets in M2 renderer to skip
redundant vkCmdBindDescriptorSets calls between batches sharing same textures.
- Replace count()+operator[] double lookups with find() or try_emplace()
in gameObjectInstances_, playerTextureSlotsByModelId_, onlinePlayerAppearance_
- Add Entity::isUnit() helper; replace 5 dynamic_cast<Unit*> in per-frame
UI rendering (nameplates, combat text, pet frame) with isUnit()+static_cast
- Add constexpr kInv255 reciprocal for per-pixel normal map generation loops
in character_renderer and wmo_renderer
- Hoist DBC field index lookups before loops in game_handler (7 DBC iteration loops)
- Cache getSkybox()/getPosition() calls instead of redundant per-frame queries
- Merge textureHasAlphaByPtr_ + textureColorKeyBlackByPtr_ into single map
- Add constexpr for DEG_TO_RAD, reciprocal constants, physics delta
- Add reserve() for WMO/M2 collision grid queries and portal BFS
- Frustum plane normalize: inversesqrt instead of length+divide
- M2 particle emission: inversesqrt for direction normalization
- Parse creature display IDs from query response
- UI: show spell names/IDs as fallback instead of "Unknown"
Squared distance optimizations across 30 files:
- Convert glm::length() comparisons to glm::dot() (no sqrt)
- Use glm::inversesqrt() for check-then-normalize patterns (1 rsqrt vs 2 sqrt)
- Defer sqrt to after early-out checks in collision/movement code
- Hottest paths: camera_controller (21), weather particles, WMO collision,
transport movement, creature interpolation, nameplate culling
Container and algorithm improvements:
- std::map<string> → std::unordered_map for asset/DBC/MPQ/warden caches
- std::mutex → std::shared_mutex for asset_manager and mpq_manager caches
- std::sort → std::partial_sort in lighting_manager (top-2 of N volumes)
- Double-lookup find()+operator[] → insert_or_assign in game_handler
- Add reserve() for per-frame vectors: weather, swim_effects, WMO/M2 collision
Threading and synchronization:
- Replace 1ms busy-wait polling with condition_variable in character_renderer
- Move timestamp capture before mutex in logger
- Use memory_order_acquire/release for normal map completion signaling
API additions:
- DBC getStringView()/getStringViewByOffset() for zero-copy string access
- Parse creature display IDs from SMSG_CREATURE_QUERY_SINGLE_RESPONSE
Add kCastGreen (interruptible cast bar, 5 uses) and kQueueGreen
(queue status / talent met, 7 uses across game_screen + talent_screen).
Remove commented-out renderQuestMarkers call (replaced by 3D billboards).
game_screen: fsrScales, fsrScaleFactors, kTotemInfo, kRaidMarks,
kTimerInfo, kNPMarks, kCellMarks, kPartyMarks, kMMMarks, kCatOrder
keybinding_manager: actionMap
All static const arrays in UI files are now constexpr where possible.
- Move itemKeys/spellKeys/thrKeys to shared kItemSetItemKeys/
kItemSetSpellKeys/kItemSetThresholdKeys in ui_colors.hpp, removing
5 identical local definitions across game_screen and inventory_screen
- Widen totem timer snprintf buffer from 8 to 16 bytes (defensive)
- Promote kStatTooltips to constexpr
Deduplicate class/race bitmask arrays (3 copies each → 1 shared) and
socket type definitions (3 copies → 1 shared). Eliminates ~80 lines of
repeated struct definitions across game_screen.cpp and inventory_screen.cpp.
- Move kDispelNames to file-scope constexpr, removing 2 duplicate local
definitions in raid/party frame rendering
- Promote kTotemColors and kReactDimColors from static const to constexpr
- Replace std::to_string + string concat for ImGui widget IDs with
snprintf into stack buffers (avoids heap allocations in render loops)
Add kDarkRed, kSoftRed, kHostileRed, kMediumGray to ui_colors.hpp and
replace 31 inline ImVec4 literals across game_screen, character_screen,
inventory_screen, and performance_hud. Also replace local color aliases
in performance_hud with shared constants.
- Add kBrightGold, kPaleRed, kBrightRed, kLightBlue, kManaBlue, kCyan to ui_colors.hpp
- Replace 61 inline ImVec4 color literals across game_screen, inventory_screen,
talent_screen, and world_map with named constants
- Remove const_cast in character_renderer render loop by using non-const iteration
Replace remaining ImVec4(1.0f, 0.82f, 0.0f, 1.0f) gold color literals
in game_screen.cpp (19) and talent_screen.cpp (1) with the shared
colors::kTooltipGold constant. Zero inline gold literals remain.
Add getInventorySlotName() and renderBindingType() to ui_colors.hpp,
replacing 3 copies of the 26-case slot name switch (2 inventory_screen
+ 1 game_screen) and 2 copies of the binding type switch. Removes ~80
lines of duplicate tooltip code.
Extract renderSettingsInterfaceTab() (108 lines) from
renderSettingsWindow(). 6 of 7 tabs now have dedicated methods;
only Video remains inline (shares init state with parent).
Extract renderSettingsGameplayTab() (162 lines) and
renderSettingsControlsTab() (96 lines) from renderSettingsWindow().
5 of 7 settings tabs are now in dedicated methods; only Video and
Interface remain inline (they share resolution/display local state).
Extract renderSettingsAudioTab() (110 lines), renderSettingsChatTab()
(49 lines), and renderSettingsAboutTab() (48 lines) from the 1013-line
renderSettingsWindow(). Reduces it to ~806 lines.
Add renderCoinsFromCopper(uint64_t) overload in ui_colors.hpp that
decomposes copper into gold/silver/copper and renders. Replace 14
manual 3-line decomposition blocks across game_screen and
inventory_screen with single-line calls.
Use kRed, kBrightGreen, kDarkGray, kLightGray from ui_colors.hpp across
8 UI files, eliminating duplicate ImVec4 color definitions throughout
the UI layer.
Create shared include/ui/ui_colors.hpp with common ImGui color constants,
item quality color lookup, and renderCoinsText utility. Remove 3 duplicate
renderCoinsText implementations and 3 duplicate quality color switch
blocks across game_screen, inventory_screen, and quest_log_screen.
Replace ~37 remaining C-style casts with static_cast across 16 files.
Extract named color constants (kColorRed/Green/Yellow/Gray) and dialog
window flags (kDialogFlags) in game_screen.cpp, replacing 72 inline
literals. Normalize keybinding_manager.hpp to #pragma once.
Remove the isProfessionSpell sound suppression so crafting spells play
precast and cast-complete audio like combat spells. Crafting was
previously silent by design but users expect audio feedback.
Add "Create All" button to the tradeskill UI that queues 999 crafts.
The server automatically stops the queue when materials run out
(SPELL_FAILED_REAGENTS cancels the craft queue). This matches the
real WoW client's behavior for batch crafting.
Extend tapped-by-other detection to the focus frame, matching the
target frame and nameplate treatment. All three UI elements (nameplate,
target frame, focus frame) now consistently show grey for tapped mobs.
Extend the tapped-by-other-player check to the target frame. Mobs
tagged by another player now show a grey name color on the target
frame, matching the grey nameplate treatment and WoW's behavior.
Players can now see at a glance on both nameplates AND target frame
whether a mob is tagged.
Check UNIT_DYNFLAG_TAPPED_BY_PLAYER (0x0004) on hostile NPC nameplates.
Mobs tagged by another player now show grey health bars instead of red,
matching WoW's visual indication that the mob won't yield loot/XP.
Mobs with TAPPED_BY_ALL_THREAT_LIST (0x0008) still show red since
those are shared-tag mobs that give loot to everyone.
When typing commands like /w, /whisper, /invite, /trade, /duel, /follow,
/inspect, etc., pressing Tab now cycles through matching player names.
Name sources (in priority order):
1. Last whisper sender (most likely target for /r follow-ups)
2. Party/raid members
3. Friends list
4. Nearby visible players
Tab cycles through all matches; single match auto-appends a space.
Complements the existing slash-command tab-completion.
The Escape key now properly closes these windows before showing the
escape menu:
- Mail window (closeMailbox)
- Auction house (closeAuctionHouse)
- Quest details dialog (declineQuest)
- Quest offer reward dialog (closeQuestOfferReward)
- Quest request items dialog (closeQuestRequestItems)
- Trade window (cancelTrade)
Previously these windows required clicking their close button since
Escape would skip directly to the escape menu.
Extend random property name resolution to the Bids tab and Your Auctions
(seller) tab. All three auction house tabs now display items with their
full suffix names (e.g., "Gloves of the Monkey" instead of "Gloves").
Append suffix name from getRandomPropertyName() to auction browse results
so items display as "Leggings of the Eagle" instead of just "Leggings"
in the auction house search table. Uses the randomPropertyId field from
the SMSG_AUCTION_LIST_RESULT packet data.
Add cancelQueuedSpell() method that clears queuedSpellId_ and
queuedSpellTarget_. Wire /cancelqueuedspell and /stopspellqueue
slash commands. Useful for combat macros that need to prevent
queued spells from firing after a current cast.
/dump <expression> evaluates a Lua expression and prints the result to
chat. For tables, iterates key-value pairs and displays them. Aliases:
/print. Useful for addon development and debugging game state queries
like "/dump GetSpellInfo(133)" or "/dump UnitHealth('player')".
Add AddonManager::reload() which saves all SavedVariables, shuts down the
Lua VM, re-initializes it, rescans .toc files, and reloads all addons.
Wire /reload, /reloadui, /rl slash commands that call reload() and fire
VARIABLES_LOADED + PLAYER_LOGIN + PLAYER_ENTERING_WORLD lifecycle events.
Essential for addon development and troubleshooting.
When the dungeon finder initiates a role check (SMSG_LFG_ROLE_CHECK_UPDATE
state=2), show a centered popup with Tank/Healer/DPS checkboxes and
Accept/Leave Queue buttons. Accept sends CMSG_LFG_SET_ROLES with the
selected role mask. Previously only showed passive "Role check in progress"
text with no way to respond.
Remove unused getPlayerUnit() helper in lua_engine.cpp (-Wunused-function).
Increase countStr buffer from 8 to 16 bytes in action bar item count
display to eliminate -Wformat-truncation warning for %d with int32_t.
Build is now warning-free.
Show [Winning] (green) or [Outbid] (red) labels on the Bids tab based on
bidderGuid vs player GUID comparison. Show [Bid] (gold) indicator on the
seller's Auctions tab when someone has placed a bid on their listing.
Improves auction house usability by making bid status visible at a glance.
Add QuestPoi struct and setQuestPois() to WorldMap, render quest objective
markers as cyan circles with golden outlines and quest title labels. Wire
gossipPois_ (from SMSG_QUEST_POI_QUERY_RESPONSE) through GameScreen to the
world map so quest objectives are visible alongside party dots and taxi nodes.