Commit graph

402 commits

Author SHA1 Message Date
Kelsi
deed8011d7 Add Reputation tab to character screen with colored tier progress bars
- Add Reputation tab in character screen tab bar (Equipment/Stats/Reputation/Skills)
- Implement renderReputationPanel() showing all tracked factions sorted alphabetically
- Progress bars colored per WoW reputation tier: Hated/Hostile/Unfriendly/Neutral/Friendly/Honored/Revered/Exalted
- Add public getFactionNamePublic() backed by DBC name cache with lazy load
2026-03-09 14:52:13 -07:00
Kelsi
26eefe9529 Add ready check popup UI and fix party leader lookup
- Implement renderReadyCheckPopup() showing initiator name with Ready/Not Ready buttons
- Fix MSG_RAID_READY_CHECK fallback: use partyData.leaderGuid instead of non-existent isLeader field
- Add faction standing handler with loadFactionNameCache() (Faction.dbc field 22)
- Add gossip POI handler writing canonical WoW coords to gossipPois_ for minimap rendering
2026-03-09 14:48:30 -07:00
Kelsi
f89840a6aa Handle gossip POI, combat clearing, dismount, spell log miss, and loot notifications
- SMSG_GOSSIP_POI: parse map POI markers (x/y/icon/name) from quest NPCs, render as
  cyan diamonds on the minimap with hover tooltips for quest navigation
- SMSG_ATTACKSWING_DEADTARGET: clear auto-attack when target dies mid-swing
- SMSG_CANCEL_COMBAT: server-side combat reset (clears autoAttacking + target)
- SMSG_BREAK_TARGET / SMSG_CLEAR_TARGET: server-side targeting clears
- SMSG_DISMOUNT: server-forced dismount triggers mountCallback(0)
- SMSG_MOUNTRESULT / SMSG_DISMOUNTRESULT: mount feedback in system chat
- SMSG_LOOT_ALL_PASSED: "Everyone passed on [Item]" system message, clears loot roll
- SMSG_LOOT_ITEM_NOTIFY / SMSG_LOOT_SLOT_CHANGED: consumed
- SMSG_SPELLLOGMISS: decode miss/dodge/parry/block from spell casts into combat text
- SMSG_ENVIRONMENTALDAMAGELOG: environmental damage (drowning/lava/fall) in combat text
- GossipPoi struct + gossipPois_ vector in GameHandler with public getters/clearers
2026-03-09 14:38:45 -07:00
Kelsi
bd3bd1b5a6 Handle missing WotLK packets: health/power updates, mirror timers, combo points, loot roll, titles, phase shift
- SMSG_HEALTH_UPDATE / SMSG_POWER_UPDATE: update entity HP/power via entityManager
- SMSG_UPDATE_WORLD_STATE: single world state variable update (companion to INIT)
- SMSG_UPDATE_COMBO_POINTS: store comboPoints_/comboTarget_ in GameHandler
- SMSG_START_MIRROR_TIMER / SMSG_STOP_MIRROR_TIMER / SMSG_PAUSE_MIRROR_TIMER: breath/fatigue/feign timer state
- MirrorTimer struct + getMirrorTimer() public getter; renderMirrorTimers() draws colored breath/fatigue bars above cast bar
- SMSG_CAST_RESULT: WotLK extended cast result; clear cast bar and show reason on failure (result != 0)
- SMSG_SPELL_FAILED_OTHER / SMSG_PROCRESIST: consume silently
- SMSG_LOOT_START_ROLL: correct trigger for Need/Greed popup (replaces rollType=128 heuristic)
- SMSG_STABLE_RESULT: show pet stable feedback in system chat (store/retrieve/buy slot/error)
- SMSG_TITLE_EARNED: system chat notification for title earned/removed
- SMSG_PLAYERBOUND / SMSG_BINDER_CONFIRM: hearthstone binding notification
- SMSG_SET_PHASE_SHIFT: consume (WotLK phasing, no client action needed)
- SMSG_TOGGLE_XP_GAIN: system chat notification
2026-03-09 14:30:48 -07:00
Kelsi
001c80a3db Add item text reading (books/notes): SMSG_ITEM_TEXT_QUERY_RESPONSE + renderItemTextWindow
- Parse SMSG_ITEM_TEXT_QUERY_RESPONSE (guid + isEmpty + string text),
  store in itemText_ and open book window when non-empty
- queryItemText(guid) sends CMSG_ITEM_TEXT_QUERY for readable items
- renderItemTextWindow(): scrollable book window with parchment-toned
  text, "Close" button; opens via isItemTextOpen() flag
2026-03-09 14:15:59 -07:00
Kelsi
acde6070cf Handle SMSG_QUEST_CONFIRM_ACCEPT (shared quest) with accept/decline popup
- Parse SMSG_QUEST_CONFIRM_ACCEPT (questId + title + sharerGuid),
  show chat notification with quest title and sharer name
- acceptSharedQuest() sends CMSG_QUEST_CONFIRM_ACCEPT with questId
- renderSharedQuestPopup(): shows sharer name, gold quest title,
  Accept/Decline buttons (stacked below other social popups)
2026-03-09 14:14:15 -07:00
Kelsi
b381f1e13f Tick summon request timeout down in UI render loop; auto-expire on timeout 2026-03-09 14:08:49 -07:00
Kelsi
770ac645d5 Handle SMSG_SUMMON_REQUEST with accept/decline popup
- Parse SMSG_SUMMON_REQUEST (summonerGuid + zoneId + timeoutMs),
  store summoner name from entity list, show chat notification
- acceptSummon() sends CMSG_SUMMON_RESPONSE(1), declineSummon() sends
  CMSG_SUMMON_RESPONSE(0), SMSG_SUMMON_CANCEL clears pending state
- renderSummonRequestPopup(): shows summoner name + countdown timer
  with Accept/Decline buttons
2026-03-09 14:07:50 -07:00
Kelsi
f369fe9c6e Implement basic trade request/accept/decline flow
- Parse SMSG_TRADE_STATUS for all 20+ status codes: incoming request,
  open/cancel/complete/accept notifications, error conditions (too far,
  wrong faction, stunned, dead, trial account, etc.)
- SMSG_TRADE_STATUS_EXTENDED consumed via shared handler (no full item
  window yet; state tracking sufficient for accept/decline flow)
- Add acceptTradeRequest() (CMSG_BEGIN_TRADE), declineTradeRequest(),
  acceptTrade() (CMSG_ACCEPT_TRADE), cancelTrade() (CMSG_CANCEL_TRADE)
- Add BeginTradePacket, CancelTradePacket, AcceptTradePacket builders
- Add renderTradeRequestPopup(): shows "X wants to trade" with
  Accept/Decline buttons when tradeStatus_ == PendingIncoming
- TradeStatus enum tracks None/PendingIncoming/Open/Accepted/Complete
2026-03-09 14:05:42 -07:00
Kelsi
3114e80fa8 Implement group loot roll: SMSG_LOOT_ROLL, SMSG_LOOT_ROLL_WON, CMSG_LOOT_ROLL
- Parse SMSG_LOOT_ROLL: if rollType==128 and it's our player, store
  pending roll (itemId, slot, name from itemInfoCache_) and show popup;
  otherwise show chat notification of another player's roll result
- Parse SMSG_LOOT_ROLL_WON: show winner announcement in chat with item
  name and roll type/value
- sendLootRoll() sends CMSG_LOOT_ROLL (objectGuid+slot+rollType) and
  clears pending roll state
- SMSG_LOOT_MASTER_LIST consumed silently (no UI yet)
- renderLootRollPopup(): ImGui window with Need/Greed/Disenchant/Pass
  buttons; item name colored by quality (poor/common/uncommon/rare/epic/
  legendary color scale)
2026-03-09 14:01:27 -07:00
Kelsi
2d124e7e54 Implement duel request/accept/decline UI and packet handling
- Parse SMSG_DUEL_REQUESTED: store challenger guid/name, set
  pendingDuelRequest_ flag, show chat notification
- Parse SMSG_DUEL_COMPLETE: clear pending flag, notify on cancel
- Parse SMSG_DUEL_WINNER: show "X defeated Y in a duel!" chat message
- Handle SMSG_DUEL_OUTOFBOUNDS with warning message
- Add acceptDuel() method sending CMSG_DUEL_ACCEPTED (new builder)
- Wire forfeitDuel() to clear pendingDuelRequest_ on decline
- Add renderDuelRequestPopup() ImGui window (Accept/Decline buttons)
  positioned near group invite popup; shown when challenge is pending
- Add DuelAcceptPacket builder to world_packets.hpp/cpp
2026-03-09 13:58:02 -07:00
Kelsi
e4f53ce0c3 Handle SMSG_ACHIEVEMENT_EARNED with toast banner and chat notification
- Parse SMSG_ACHIEVEMENT_EARNED (guid + achievementId + PackedTime date)
  and fire AchievementEarnedCallback for self, chat notify for others
- Add renderAchievementToast() to GameScreen: slides in from right,
  gold-bordered panel with "Achievement Earned!" title + ID, 5s duration
  with 0.4s slide-in/out animation and fade at end
- Add triggerAchievementToast(uint32_t) public method on GameScreen
- Wire AchievementEarnedCallback in application.cpp
- Add playAchievementAlert() to UiSoundManager, loads
  Sound\Interface\AchievementSound.wav with level-up fallback
- SMSG_ALL_ACHIEVEMENT_DATA silently consumed (no tracker UI yet)
2026-03-09 13:53:42 -07:00
Kelsi
200a00d4f5 Implement Dungeon Finder UI window with role/dungeon selection
- Add renderDungeonFinderWindow() with status display (not queued /
  role check / queued+wait time / proposal / in dungeon / finished)
- Role checkboxes (Tank/Healer/DPS) and dungeon combo (25 entries
  covering Vanilla, TBC, and WotLK including Random/Heroic)
- Accept/Decline buttons during Proposal state, Teleport button
  while InDungeon, Leave Queue button while Queued/RoleCheck
- Store lfgProposalId_ on GameHandler so UI can pass it to
  lfgAcceptProposal(); expose getLfgProposalId() and
  getLfgTimeInQueueMs() getters
- Toggle window with I key (when chat input is not active)
2026-03-09 13:47:07 -07:00
Kelsi
bae32c1823 Add FSR3 Generic API path and harden runtime diagnostics
- AmdFsr3Runtime now probes both the legacy ffxFsr3* API and the newer
  generic ffxCreateContext/ffxDispatch API; selects whichever the loaded
  runtime library exports (GenericApi takes priority fallback)
- Generic API path implements full upscale + frame-generation context
  creation, configure, dispatch, and destroy lifecycle
- dlopen error captured and surfaced in lastError_ on Linux so runtime
  initialization failures are actionable
- FSR3 runtime init failure log now includes path kind, error string,
  and loaded library path for easier debugging
- tools/generate_ffx_sdk_vk_permutations.sh added: auto-bootstraps
  missing VK permutation headers; DXC auto-downloaded on Linux/Windows
  MSYS2; macOS reads from PATH (CI installs via brew dxc)
- CMakeLists: add upscalers/include to probe include dirs, invoke
  permutation script before SDK build, scope FFX pragma/ODR warning
  suppressions to affected TUs, add runtime-copy dependency on wowee
- UI labels updated from "FSR2" → "FSR3" in settings, tuning panel,
  performance HUD, and combo boxes
- CI macOS job now installs dxc via Homebrew for permutation codegen
2026-03-09 12:51:59 -07:00
Kelsi
93850ac6dc Add Path A/B/C FSR3 runtime detection with clear FG fallback status 2026-03-09 00:01:45 -07:00
Kelsi
f1099f5940 Add FSR3 runtime library probing and readiness status 2026-03-08 23:03:45 -07:00
Kelsi
bdfec103ac Add persisted AMD FSR3 framegen runtime toggle plumbing 2026-03-08 22:53:21 -07:00
Kelsi
94ad89c764 Set native-focused FSR defaults and reorder quality UI 2026-03-08 21:34:31 -07:00
Kelsi
e6d373df3e Remove FSR performance preset and add native quality mode 2026-03-08 21:17:04 -07:00
Kelsi
eccbfb6a5f Tune FSR2 defaults and simplify jitter controls 2026-03-08 21:08:17 -07:00
Kelsi
2e71c768db Add live FSR2 motion/jitter tuning controls and HUD readout 2026-03-08 20:56:22 -07:00
Kelsi
38c55e4f37 Add startup FSR2 safety fallback to prevent load hangs 2026-03-08 20:48:46 -07:00
Kelsi
ad2915ce9e Defer persisted FSR2 activation until world load completes 2026-03-08 20:45:26 -07:00
Kelsi
a12126cc7e Persist upscaling mode and refine FSR2 jitter behavior 2026-03-08 20:22:11 -07:00
Kelsi
a24ff375fb Add AMD FSR2 SDK detection and backend integration scaffolding 2026-03-08 19:33:07 -07:00
Kelsi
e94eb7f2d1 FSR2 temporal upscaling fixes: unjittered reprojection, sharpen Y-flip, MSAA guard, descriptor double-buffering
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- Motion vectors: single unjittered reprojection matrix (80 bytes) instead of
  two jittered matrices (160 bytes), eliminating numerical instability from
  jitter amplification through large world coordinates
- Sharpen pass: fix Y-flip for correct UV sampling, double-buffer descriptor
  sets to avoid race with in-flight command buffers
- MSAA: auto-disable when FSR2 enabled, grey out AA setting in UI
- Accumulation: variance-based neighborhood clamping in YCoCg space,
  correct history layout transitions
- Frame index: wrap at 256 for stable Halton sequence
2026-03-08 01:22:15 -08:00
Kelsi
52317d1edd Implement FSR 2.2 temporal upscaling
Full FSR 2.2 pipeline with depth-based motion vector reprojection,
temporal accumulation with YCoCg neighborhood clamping, and RCAS
contrast-adaptive sharpening.

Architecture (designed for FSR 3.x frame generation readiness):
- Camera: Halton(2,3) sub-pixel jitter with unjittered projection
  stored separately for motion vector computation
- Motion vectors: compute shader reconstructs world position from
  depth + inverse VP, reprojects with previous frame's VP
- Temporal accumulation: compute shader blends 5-10% current frame
  with 90-95% clamped history, adaptive blend for disocclusion
- History: ping-pong R16G16B16A16 buffers at display resolution
- Sharpening: RCAS fragment pass with contrast-adaptive weights

Integration:
- FSR2 replaces both FSR1 and MSAA when enabled
- Scene renders to internal resolution framebuffer (no MSAA)
- Compute passes run between scene and swapchain render passes
- Camera cut detection resets history on teleport
- Quality presets shared with FSR1 (0.50-0.77 scale factors)
- UI: "Upscaling" combo with Off/FSR 1.0/FSR 2.2 options
2026-03-07 23:13:01 -08:00
Kelsi
4cb03c38fe Parallel animation updates, thread-safe collision, M2 pop-in fix, shadow stabilization
- Overlap M2 and character animation updates via std::async (~2-5ms saved)
- Thread-local collision scratch buffers for concurrent floor queries
- Parallel terrain/WMO/M2 floor queries in camera controller
- Seed new M2 instance bones from existing siblings to eliminate pop-in flash
- Fix shadow flicker: snap center along stable light axes instead of in view space
- Increase shadow distance default to 300 units (slider max 500)
2026-03-07 22:29:06 -08:00
Kelsi
a4966e486f Fix WMO wall collision, normal mapping, POM backfill, and M2/WMO rendering performance
- Fix MOPY flag check (0x08 not 0x01) for proper wall collision detection
- Cap MAX_PUSH to PLAYER_RADIUS to prevent gradual clip-through
- Fix WMO doodad quaternion component ordering (X/Y swap)
- Linear normal map strength blend in shader for smooth slider control
- Enable shadow sampling for interior WMO groups (covered outdoor areas)
- Backfill deferred normal/height maps after streaming with descriptor rebind
- M2: prepareRender only iterates animated instances, bone dirty flag
- M2: remove worker thread VMA allocation, skip unready bone instances
- WMO: persistent visibility vectors, sequential culling
- Add FSR EASU/RCAS shaders
2026-03-07 22:03:28 -08:00
Kelsi
e001aaa2b6 Suppress movement after teleport/portal, add shadow distance slider
- Add movementSuppressTimer to camera controller that forces all movement
  keys to read as false, preventing held W key from carrying through
  loading screens (fixes always-running-forward after instance portals)
- Increase shadow frustum default from 60 to 72 units (+20%)
- Make shadow distance configurable via setShadowDistance() (40-200 range)
- Add shadow distance slider in Video settings tab (persisted to config)
2026-03-06 20:38:58 -08:00
Kelsi
8014dde29b Improve WMO wall collision, unstuck, interior zoom, and chat focus
- Stronger wall collision push (0.35/0.15) and swept push (0.45/0.25)
  for interior/exterior WMOs to reduce clipping through tunnel walls
- Use all triangles (not just pre-classified walls) for collision checks
- Allow invisible collidable triangles (MOPY 0x01 without 0x20) to block
- Pass insideWMO flag to all collision callers, match swim sweep to ground
- Widen swept hit detection radius from 0.15 to 0.25
- Restrict camera zoom to 12 units inside WMO interiors
- Fix /unstuck launching player above WMOs: remove +20 fallback, use
  gravity when no floor found
- Slash and Enter keys always focus chat unless already typing
2026-03-06 20:00:27 -08:00
Kelsi
5a227c0376 Add water refraction toggle with per-frame scene history
Fix VK_ERROR_DEVICE_LOST crash by allocating per-frame scene history
images (color + depth) instead of a single shared image that raced
between frames in flight. Water refraction can now be toggled via
Settings > Video > Water Refraction.

Without refraction: richer blue base colors, animated caustic shimmer,
and normal-based color shifts give the water visible life. With
refraction: clean screen-space refraction with Beer-Lambert absorption.
Disabling clears scene history to black for immediate fallback.
2026-03-06 19:15:34 -08:00
Kelsi
b948720ec3 Fix NPC chat showing only name without message text
Two bugs in SMSG_MESSAGECHAT parser for MONSTER_SAY/YELL/EMOTE:

1. Sender name included trailing null byte from server (nameLen includes
   null terminator). The embedded null in std::string caused ImGui to
   truncate the concatenated display string at the NPC name, hiding
   " says: <message>" entirely.

2. Missing NamedGuid receiver name for non-player/non-pet targets. When
   the receiver GUID is a creature, the server writes an additional
   SizedCString (target name) that we weren't reading, shifting all
   subsequent field reads.

Also adds MONSTER_WHISPER, MONSTER_PARTY, RAID_BOSS_EMOTE, RAID_BOSS_WHISPER
chat types with proper parsing and display formatting (says/yells/whispers).
2026-03-02 08:31:34 -08:00
Kelsi
0e1241ca60 Propagate realm-reported build to world handshake for vanilla compatibility
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- Prefer realm.build over profile worldBuild when non-zero in CMSG_AUTH_SESSION
- Fixes vanilla (1.12.1 build 5875) servers rejecting connection due to wrong build
- Suppress v0.0.0 display in realm list when version info is all zeros
2026-02-27 05:05:44 -08:00
Kelsi
d0e8b44866 Add instance support: WDT parser, WMO-only map loading, area triggers, BG queue accept
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- WDT parser detects WMO-only maps (dungeons/raids/BGs) via MPHD flag 0x01
- WMO-only loading branch in loadOnlineWorldTerrain loads root WMO directly
- Area trigger system: loads AreaTrigger.dbc, checks player proximity, sends CMSG_AREATRIGGER
- BG queue acceptance via /join command sending CMSG_BATTLEFIELD_PORT
- SMSG_INSTANCE_DIFFICULTY handler stub
- Map change cleanup (clear old WMO/M2/terrain on map transfer)
- 5-second area trigger cooldown after map transfer to prevent ping-pong loops
2026-02-26 17:56:11 -08:00
Kelsi
a559d5944b Fix shutdown hangs, bank bag icons/drag-drop, loading screen progress, and login spawn
- Fix shutdown hang: skip vmaDestroyAllocator (walked thousands of allocations),
  replace unsafe pthread_timedjoin_np with plain join + early-exit checks in workers
- Bank window: full icon rendering, click-and-hold pickup (0.10s), drag-drop for
  all bank slots including bank bag equip slots, same-slot drop detection
- Loading screen: process one tile per frame for live progress updates
- Camera reset: trust server position in online mode to avoid spawning under WMOs
- Fix PLAYER_BYTES/PLAYER_BYTES_2 field indices, preserve purchasedBankBagSlots
  across inventory rebuilds, fix bank slot purchase result codes
2026-02-26 13:38:29 -08:00
Kelsi
804b947203 Fix bank for all expansions: add missing field indices and per-expansion slot counts
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2026-02-26 11:12:34 -08:00
Kelsi
74b78cd10b Add pet tracking via SMSG_PET_SPELLS and dismiss pet button 2026-02-26 10:41:29 -08:00
Kelsi
a1f73fdd39 Handle SMSG_PARTY_MEMBER_STATS to show group health out of visual range
Parse SMSG_PARTY_MEMBER_STATS and SMSG_PARTY_MEMBER_STATS_FULL packets
so party frames display health, power, level, and online status even
when group members are not nearby. Expansion-aware field sizes: uint16
health for Classic/TBC, uint32 for WotLK, plus per-expansion aura and
vehicle seat handling.
2026-02-26 10:25:55 -08:00
Kelsi
25412ff5cc Fix DBC loading and bank drag-and-drop reliability
- Force binary loading for SkillLine.dbc (CSV exports are garbled)
- Handle quoted numeric values in DBC CSV parser
- Fix bank slot drag-and-drop to use mouse-release detection instead
  of click detection, preventing item drops on wrong slots
- Fix action bar item drop to use hoveredOnRelease for consistency
2026-02-26 02:33:10 -08:00
Kelsi
c2b271df6f Fix spellbook tabs race condition with DBC lazy loading
lookupSpellName() (called by action bar tooltips) was triggering
loadSpellDBC() early, setting dbcLoadAttempted=true before the
spellbook opened. This caused loadSkillLineDBCs() to be skipped,
so all spells were categorized into "General". Fixed by checking
each DBC's own loaded flag independently and re-categorizing when
skill line data becomes available.
2026-02-26 01:21:51 -08:00
Kelsi
c919477e74 Fix item use (CMSG_USE_ITEM), mount tab, and inventory right-click
- Fix SMSG_ITEM_QUERY_SINGLE_RESPONSE parsing: read statsCount stat
  pairs instead of always 10, use 2 damage entries (MAX_ITEM_PROTO_DAMAGES),
  and parse item spell data (spellId + spellTrigger per slot)
- Pass item spell ID in CMSG_USE_ITEM packet so server processes item
  use requests (spellId=0 caused silent server rejection)
- Add spellId parameter to buildUseItem interface across all expansions
- Fix spellbook mount tab to use SkillLine 777 (Mounts) instead of 762
  (Riding), so known mount summon spells appear correctly
- Fix inventory right-click: use IsItemHovered+IsMouseClicked instead
  of IsItemClicked for InvisibleButton (which only tracks left-clicks)
- Fix SlotKind enum declaration order in inventory_screen.hpp
2026-02-26 00:59:07 -08:00
Kelsi
7982815a67 Add Companions tab to spellbook for vanity pets (SkillLine 778)
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- Companion pet spells (SkillLine 778) get their own "Companions" tab
- Mounts (SkillLine 762) and Companions are now split out from secondary
  skills instead of being lumped into profession tabs
- Refactored tab grouping into addGroupedTabs helper to reduce duplication
- Tab order: Specs > General > Professions > Mounts > Companions
- Double-click to summon companions/mounts works via existing castSpell
2026-02-25 15:04:17 -08:00
Kelsi
0d87a86516 Separate spellbook into spec, general, profession, and mount tabs
- Class spec abilities now get individual tabs (e.g. Fire, Frost, Arcane)
- Primary professions each get their own tab (Alchemy, Blacksmithing, etc.)
- Secondary professions get tabs (Cooking, First Aid, Fishing)
- Mounts tab for all spells linked to Riding skill line (762)
- General tab for everything else (racials, weapon skills, etc.)
- Tab order: specs first, then General, then professions, then Mounts
2026-02-25 14:59:09 -08:00
Kelsi
da959cfb8f Revamp talent and spellbook UIs with proper visuals and functionality
Talent screen:
- Remove all debug text and per-frame LOG_INFO spam
- Show class name in window title (e.g. "Warrior Talents")
- Display point distribution in header (0/31/20) and per-tab counts
- Highlighted active spec button with styled spec switcher
- Load and render tree background textures from TalentTab.dbc
- Draw prerequisite arrows with arrowheads (green=met, gray=unmet)
- Fix rank display (was showing rank+1, now correct 1-indexed values)
- Rank counter with dark background pill for readability
- Hover glow effect, rounded corners, centered grid layout
- Wider window (680x600) for 4-column WoW talent grid

Spellbook:
- Add search/filter bar for finding spells by name
- Add spell descriptions from Spell.dbc tooltip field
- Rich tooltips with name, rank, passive indicator, cooldown, description
- Visual icon borders: yellow=passive, red=cooldown, default=active
- Cooldown overlay on icon with countdown number
- Hover highlight on spell rows
- Tab counts update to reflect search filter results
- Rounded corners on icons and hover states
- Extracted renderSpellTooltip helper for consistent tooltip rendering
2026-02-25 14:55:40 -08:00
Kelsi
889cd86fb0 Remove level cap from auction search to allow finding items of any required level 2026-02-25 14:45:53 -08:00
Kelsi
1ae5fe867c Improve auction house UI with search filters, pagination, sell picker, and tooltips
- Add item class/subclass category filters (Weapon, Armor, etc.) with correct WoW 3.3.5a IDs
- Add sell item picker dropdown with icons and Create Auction button
- Add pagination (Prev/Next) for browse results with filter preservation
- Add Buy/Bid action buttons to Bids tab
- Add item icons and stat tooltips on hover across all three tabs
- Add Enter-to-search from name field and search delay countdown
- Parse SMSG_AUCTION_OWNER/BIDDER_NOTIFICATION into chat messages
- Auto-refresh browse results after bid/buyout using saved search params
- Clamp level range inputs to 0-80
2026-02-25 14:44:44 -08:00
Kelsi
9906269671 Add mail item attachment support for sending
- CMSG_SEND_MAIL now includes item GUIDs (up to 12 per WotLK)
- Right-click items in bags to attach when mail compose is open
- Compose window shows 12-slot attachment grid with item icons
- Click attached items to remove them
- Classic/Vanilla falls back to single item GUID format
2026-02-25 14:11:09 -08:00
Kelsi
ce30cedf4a Deposit all items to bank on right-click when bank is open
All right-clicked inventory items now deposit to bank regardless of
whether they are equippable, usable, or materials.
2026-02-25 14:00:54 -08:00
Kelsi
d61b7b385d Only auto-deposit non-equippable items to bank on right-click
Right-clicking equippable items (inventoryType > 0) while the bank is
open now equips them as normal instead of depositing. Only materials,
quest items, and other non-equippable items auto-deposit to bank.
2026-02-25 13:57:37 -08:00