SMSG_ITEM_QUERY_SINGLE_RESPONSE in WotLK 3.3.5a sends BuyCount as a
separate field before BuyPrice. The parser was skipping only one of the
two fields, shifting every subsequent read by 4 bytes. This caused
statsCount to be read from ContainerSlots (always 0 for non-bags) so
no stat pairs were parsed, and the armor field was read from the wrong
offset in the damage block — leaving all stat bonuses and armor at 0.
Also moved armor above stat bonuses in the item tooltip to match WoW's
canonical tooltip layout (armor, then green stat lines).
Previously other players jittered because the entity sat frozen at its
destination between movement packets, then snapped to the new start
position on the next packet (stop-pop-stop-pop at ~10 Hz).
Entity interpolation now tracks a smoothed velocity and dead-reckons
past the end of each packet window, so the entity keeps gliding at the
estimated speed until the next server update arrives. Movement stops
only after two consecutive intervals with no new packet (entity has
genuinely stopped).
Also replaced the raw packet-delta duration with an exponential moving
average (EMA) per player. A single slow or fast packet no longer spikes
the playback speed; the EMA converges on the actual send rate (~100 ms)
and absorbs jitter without adding a fixed input-latency penalty.
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
CMake processes escape sequences twice: once reading CMakeLists.txt and
once loading the generated CPackConfig.cmake. Backslashes need four
levels of escaping (\\) to survive both passes and land as a single
backslash in the injected NSIS script.
Copy Wowee.ico into the build tree at configure time so llvm-rc can
resolve the relative assets\\wowee.ico path in wowee.rc. Also remove a
redundant #include <sys/mman.h> that was incorrectly placed inside a
function body.