Commit graph

714 commits

Author SHA1 Message Date
Kelsi
764f2b8edc Fix missing armor in WotLK item tooltips and character stats
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).
2026-02-19 16:52:04 -08:00
Kelsi
d7692ab88e Smooth other-player movement with velocity dead reckoning
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.
2026-02-19 16:45:39 -08:00
Kelsi
2bbd0fdc5f Fix movement desync: strafe animation and missing SET_FACING
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).
2026-02-19 16:40:17 -08:00
Kelsi
4e5d424b34 Revert "License update: if Turtle WoW bans my account, they don’t get to use my client"
This reverts commit 16f8b0177e.
2026-02-19 16:19:01 -08:00
Kelsi
c69457ae3b apply pending protocol, ui, audio, and CodeQL fixes 2026-02-19 16:17:06 -08:00
Kelsi
586fb88c5f docs+security: sync controls and scope Warden RC4 CodeQL exception 2026-02-19 15:54:35 -08:00
Kelsi
00086c2ad9 Add CI security suite and scrub hardcoded local host/path defaults 2026-02-19 06:46:11 -08:00
Kelsi
550366df07 Fix item destroy packet format and wire destroy confirmation UI 2026-02-19 06:34:06 -08:00
Kelsi
0ea1106b05 Tune M2 lantern flame glow without restoring card artifacts 2026-02-19 06:12:32 -08:00
Kelsi
3c754801c4 Stabilize buyback flow and single-row buyback UI
- keep vendor buyback as one-item LIFO row in vendor window

- add robust pending buyback tracking with wire slot probing (74..85)

- recover from stale optimistic sell/buyback entries and refresh vendor list

- keep buy packet construction branch-compatible (direct packet build)
2026-02-19 05:48:40 -08:00
Kelsi
1fdf450c5e Fix buyback request flow and prune temporary diagnostics
- implement vendor buyback state in GameHandler (buyback item list + pending sell tracking)

- send CMSG_BUYBACK_ITEM with WotLK/AzerothCore absolute buyback slot (74 + ui index)

- consume 0x46A/0x480 vendor side-channel packets safely without relying on token slot mapping

- keep sell/buy failure handling synced with buyback list and chat errors

- remove temporary packet hex/trace logging used during buyback debugging
2026-02-19 05:28:13 -08:00
Kelsi
871da33942 Clean README mentions and finalize current gameplay/UI fixes 2026-02-19 03:31:49 -08:00
Kelsi
16f8b0177e License update: if Turtle WoW bans my account, they don’t get to use my client 2026-02-19 03:22:37 -08:00
Kelsi
630c877830 Fix CI build: avoid missing GameHandler interaction-cast API 2026-02-19 03:17:10 -08:00
Kelsi
19525067cf Fix quest reward selection index mapping for choose-reward 2026-02-19 03:12:57 -08:00
Kelsi
506e841ce0 Handle SMSG_QUESTGIVER_QUEST_LIST (0x185) for questgiver flows 2026-02-19 02:53:44 -08:00
Kelsi
e778e21f6f Fix minimap mute behavior and shallow-water swim trigger 2026-02-19 02:46:52 -08:00
Kelsi
dddd2a71ca Fix creature flame alpha-key rendering and emissive flicker 2026-02-19 02:39:33 -08:00
Kelsi
8d4d9b7169 Fix quest flow regressions, tooltip compare stats, and M2 alpha-key handling 2026-02-19 02:27:01 -08:00
Kelsi
512d60c9be Fix gossip quest flow and questgiver marker state 2026-02-19 02:04:56 -08:00
Kelsi
b3ea6d8e81 Refine bag UI layout and add shift-hover item compare 2026-02-19 01:50:50 -08:00
Kelsi
fc0ac6dd0f Fix combat facing updates and dead-on-spawn creature pose 2026-02-19 01:19:29 -08:00
Kelsi
8efc21115f Fix quest turn-in flow and WoW quest text placeholders 2026-02-19 01:12:14 -08:00
Kelsi
a37004db03 Remove temporary quest query diagnostics 2026-02-19 00:59:46 -08:00
Kelsi
4fcf869e34 Stabilize quest log details loading and turn-in item sync 2026-02-19 00:56:24 -08:00
Kelsi
334d4d3df6 Fix quest log titles and full-row selection behavior 2026-02-19 00:30:21 -08:00
Kelsi
cabf897683 Ignore zero-id forced quest removals to prevent spawn spam 2026-02-18 23:48:11 -08:00
Kelsi
79903cfdd4 Make loot parser tolerant of compact item layouts for quest drops 2026-02-18 23:46:11 -08:00
Kelsi
0c99e2ee95 Suppress remaining unknown Turtle opcodes with safe consume mappings 2026-02-18 23:42:28 -08:00
Kelsi
ddcd2b302e Map and handle additional Turtle combat/movement world opcodes 2026-02-18 23:38:34 -08:00
Kelsi
494a8b5acc Tie opcode handlers into movement, quest log, and world state caches 2026-02-18 23:30:38 -08:00
Kelsi
a1c16762af Handle remaining Turtle world opcodes with safe minimal parsers 2026-02-18 23:26:58 -08:00
Kelsi
e2b3c3c265 Remove leftover compressed update debug trace 2026-02-18 23:16:20 -08:00
Kelsi
4684db10af Reduce unhandled opcode spam and add missing Turtle opcode names 2026-02-18 23:14:01 -08:00
Kelsi
e9732dd9a6 Remove temporary WMO texture diagnostics 2026-02-18 23:10:11 -08:00
Kelsi
340a08f947 Fix WMO texture loading by always wiring asset manager 2026-02-18 23:08:43 -08:00
Kelsi
7f4cd41dfc Retry one-time WMO reload when textures resolve to white 2026-02-18 23:02:59 -08:00
Kelsi
4d2d9a7d6a Fix WMO texture state leakage and remove debug spam 2026-02-18 23:00:46 -08:00
Kelsi
a30525d7c9 Fix WMO visibility culling and renderer initialization guards 2026-02-18 22:41:05 -08:00
Kelsi
ff8ffc3bfb Fix transport/WMO diagnostics and terrain WMO dedup lifecycle 2026-02-18 22:36:34 -08:00
Kelsi
514b914068 Add shadow frustum culling to terrain and M2 depth passes
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.
2026-02-18 21:15:24 -08:00
Kelsi
c4d0a21713 Improve shadow performance: halve resolution, 9x fewer PCF taps, throttle depth pass
- 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.
2026-02-18 21:09:00 -08:00
Kelsi
7ab25c63c9 Optimize release builds: LTO, -O3, visibility, micro-perf fixes
- CMakeLists.txt: enable LTO for Release, add -O3 and -fvisibility=hidden
- scene: addMesh uses std::move, removeMesh takes const shared_ptr&
- entity: std::move entity into map instead of copy
- clouds: cosf/sinf instead of cos/sin (float math, avoids double promotion)
- game_screen: reserve trainer spell vector before push_back loop
- warden_module/emulator: replace std::endl (121 stream flushes) with '\n'
2026-02-18 20:10:47 -08:00
Kelsi
eacecddfb0 Fix real bugs found by clang-tidy
- 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
2026-02-18 20:02:12 -08:00
Kelsi
ba3d569e5f Update README: even expansion support, submodule clone instructions 2026-02-18 19:24:17 -08:00
Kelsi
37afbf8ba2 Convert imgui to git submodule (shallow) 2026-02-18 19:23:03 -08:00
Kelsi
5a2cb48b89 Fix NSIS shortcut backslash escaping in CPack config
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.
2026-02-18 19:21:14 -08:00
Kelsi
1025e0cdfc Link ws2_32 to auth_probe and auth_login_probe on Windows 2026-02-18 19:12:16 -08:00
Kelsi
2e32312fb2 Fix Windows RC icon path and remove stray include in warden_module
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.
2026-02-18 19:05:47 -08:00
Kelsi
9d44d672d2 Fix localtime_r in game_screen.cpp: use localtime_s on Windows 2026-02-18 18:50:27 -08:00