Commit graph

1604 commits

Author SHA1 Message Date
Kelsi
7cfeed1e28 Shift-click items in quest/AH windows to insert chat links
Adds shift-click-to-link support in auction house browse results, quest
details reward items, quest offer/reward window choice and fixed items,
and quest request-items required item list.
2026-03-11 21:31:09 -07:00
Kelsi
3d40e4dee5 Shift-click items in loot and vendor windows to insert chat links 2026-03-11 21:27:16 -07:00
Kelsi
0075fdd5e1 Show item icons in quest objective tracker 2026-03-11 21:24:03 -07:00
Kelsi
43c0e9b2e8 Add spell search filter to trainer window 2026-03-11 21:21:14 -07:00
Kelsi
bbf4806fe8 Add item search filter to vendor window 2026-03-11 21:19:47 -07:00
Kelsi
7ab0b036c7 Add rich item tooltip to buyback item row in vendor window 2026-03-11 21:17:29 -07:00
Kelsi
95ac97a41c Use rich item tooltips in bank window slots 2026-03-11 21:15:41 -07:00
Kelsi
e34357a0a4 Use rich item tooltips in mail attachments and guild bank slots 2026-03-11 21:14:27 -07:00
Kelsi
4394f93a17 Use rich item tooltips in quest details window; fix shift-click chat link ordering 2026-03-11 21:11:58 -07:00
Kelsi
43c239ee2f Shift-click bag items to insert item links into chat input 2026-03-11 21:09:42 -07:00
Kelsi
e415451f89 Show item icons inline in chat item links 2026-03-11 21:03:51 -07:00
Kelsi
5bafacc372 Use full item tooltips in all auction house tabs 2026-03-11 21:02:02 -07:00
Kelsi
458c9ebe8c Show item icons for item objectives in quest log 2026-03-11 20:57:39 -07:00
Kelsi
3c0e58bff4 Show item icon and quality color in buyback table 2026-03-11 20:52:42 -07:00
Kelsi
647967cccb Show item icons in vendor window item list 2026-03-11 20:49:25 -07:00
Kelsi
764cf86e38 Show spell icons in trainer window with dimming for unavailable spells 2026-03-11 20:48:03 -07:00
Kelsi
d9a58115f9 Show item icons and rich tooltips in trade window slots 2026-03-11 20:42:26 -07:00
Kelsi
4ceb313fb2 Show item icons in quest turn-in required items list 2026-03-11 20:41:02 -07:00
Kelsi
1e8c85d850 Show item icons in mail read-view attachment list 2026-03-11 20:39:15 -07:00
Kelsi
26fab2d5d0 Show item icons in guild bank window
Replace text-only buttons with icon+draw-list rendering that matches
the style of the regular bank, loot, and vendor windows. Item icons are
looked up via inventoryScreen.getItemIcon(info->displayInfoId); falls
back to a coloured bordered square with two-letter abbreviation when
the texture is not yet cached. Stack count is overlaid in the
bottom-right corner. Withdraw still fires on left-click.
2026-03-11 20:33:46 -07:00
Kelsi
2e92ec903c Fix SMSG_ITEM_COOLDOWN missing cooldownTotal for sweep animation
SMSG_ITEM_COOLDOWN (on-use trinket/item cooldowns) was only setting
cooldownRemaining, leaving cooldownTotal=0. The action bar clock-sweep
overlay requires both fields; without cooldownTotal the fan shrinks
instantly rather than showing the correct elapsed arc.
2026-03-11 20:21:37 -07:00
Kelsi
8c2f69ca0e Rate-limit icon GPU uploads in spellbook, action bar, and inventory screens
Opening the spellbook on a new tab, logging in with many auras/action slots, or
opening a full bag all triggered synchronous BLP-decode + GPU uploads for every
uncached icon in one frame, causing a visible stall. Apply the same 4-per-frame
upload cap that was added to talent_screen, so icons load progressively.
2026-03-11 20:17:41 -07:00
Kelsi
6dd7213083 Fix zombie renderer instances on same-map SMSG_NEW_WORLD teleports
Some checks are pending
Build / Build (arm64) (push) Waiting to run
Build / Build (x86-64) (push) Waiting to run
Build / Build (macOS arm64) (push) Waiting to run
Build / Build (windows-arm64) (push) Waiting to run
Build / Build (windows-x86-64) (push) Waiting to run
Security / CodeQL (C/C++) (push) Waiting to run
Security / Semgrep (push) Waiting to run
Security / Sanitizer Build (ASan/UBSan) (push) Waiting to run
When SMSG_NEW_WORLD fires with the same map ID (dungeon wing teleporters,
GM teleports, etc.), entityManager.clear() was called but renderer
instances in creatureInstances_/playerInstances_/gameObjectInstances_
were never despawned.  Fresh CREATE_OBJECTs from the server hit the
early-return guard (guid already in creatureInstances_) and were skipped,
leaving entities in the entity manager without matching renderer state.

Fix: pass isSameMap as isInitialEntry to the world-entry callback.  This
routes same-map SMSG_NEW_WORLD through the reconnect path which properly
despawns all renderer instances before the server resends CREATE_OBJECTs.
2026-03-11 19:59:42 -07:00
Kelsi
7dbf950323 Fix talent tab hang when switching trees by rate-limiting icon uploads
Switching from Arms to Fury (or any previously-unseen tab) caused a
multi-frame stall because getSpellIcon() loaded and uploaded all ~20
BLP textures synchronously in a single frame.  Limit new icon GPU
uploads to 4 per frame; uncached icons return null and are loaded on
subsequent frames, spreading the cost over ~5 frames with no visible
hang.
2026-03-11 19:48:00 -07:00
Kelsi
711cb966ef Fix chest interaction and measure server RTT for latency meter
Chests (and lockboxes, coffers, etc.) failed to open because CMSG_LOOT
was only sent on Classic/Turtle expansions, and only when GO type was
already cached as type 3.  Fix: always send CMSG_LOOT after
CMSG_GAMEOBJ_USE (server silently ignores it for non-lootable objects).
Also broaden CMSG_GAMEOBJ_REPORT_USE to all non-mailbox WotLK GOs.

Latency meter: record pingTimestamp_ in sendPing() and compute RTT in
handlePong(); add toggleable "Show Latency Meter" checkbox in Interface
settings (saved to settings.cfg).
2026-03-11 19:45:03 -07:00
Kelsi
14f672ab6a Pre-query vendor item information to avoid placeholder display
Proactively call ensureItemInfo() for both vendor items and buyback items
during rendering. This ensures item names and stats are available before
display, eliminating "Item <id>" placeholders and providing instant tooltip
info, matching the pattern used for quest rewards and action bar items.
2026-03-11 19:29:10 -07:00
Kelsi
b5291d1883 Revert quest reward window delay that caused dialog to hang
The delayed-opening logic conflicted with quest details' use of the same
questDetailsOpenTime variable, causing the reward dialog to never appear.
Reverted to immediately opening the window. Item info queries are still
triggered, but will populate asynchronously with placeholders shown initially.
2026-03-11 19:11:02 -07:00
Kelsi
510370dc7b Delay quest reward window opening to load item icons/names
Add 100ms delay before opening the quest offer reward dialog, giving item
info queries time to complete. Prevents "Item X" placeholders where players
can't see item names or icons needed to choose rewards. Reuses the existing
questDetailsOpenTime mechanism with delayed flag check in isQuestOfferRewardOpen().
2026-03-11 18:55:13 -07:00
Kelsi
9b9d56543c Re-query player names during rendering to resolve pending queries
When a player nameplate is about to render with an empty name (showing
"Player (level)" placeholder), actively re-request the name query. Since
queryPlayerName() is idempotent (won't duplicate pending queries), this
ensures that slow network responses don't cause players to permanently
display as "Player (67)" even after the response arrives. Rendering code
now triggers name queries to completion before falling back to placeholders.
2026-03-11 18:53:23 -07:00
Kelsi
182b6686ac Pre-query action bar item information to avoid placeholder display
When items are placed on the action bar, pre-fetch their ItemDef information
so the action bar displays the item name instead of a generic "Item" placeholder.
This ensures item names are available when the action bar is rendered, consistent
with the fix applied to quest reward items display.

Calls queryItemInfo() when an item is assigned to an action bar slot.
2026-03-11 18:36:32 -07:00
Kelsi
68a379610e Fix animation timing precision loss by replacing fmod with iterative subtraction
Floating-point fmod() loses precision with large accumulated time values, causing
subtle jumps/hitches in animation loops. Replace with iterative duration subtraction
to keep animationTime bounded and maintain precision, consistent with the fix
applied to character_renderer.cpp.

Applies to:
- M2 creature/object animation loops (main update)
- M2 particle-only instance wrapping (3333ms limit)
- M2 global sequence timing resolution
- M2 animated particle tile indexing
- Mount bobbing motion (sinusoidal rider motion)
- Character footstep trigger timing
- Mount footstep trigger timing

All timing computations now use the same precision-preserving approach.
2026-03-11 18:14:25 -07:00
Kelsi
f6f072a957 Increase lava/magma particle emission rate from 32 to 48 per second
Addresses sparseness in lava/magma effects noted in status documentation.
Higher emission rate (48 vs 32 per second) makes lava/slime areas visually
denser and more immersive while staying within GPU budget constraints.
2026-03-11 17:51:55 -07:00
Kelsi
eef269ffb8 Fix quest reward items showing as 'Item {number}' on first frame
Quest reward items (both in details and offer-reward windows) were showing as "Item {itemId}"
placeholders because the window opened immediately after receiving SMSG_QUESTGIVER_QUEST_DETAILS,
before the item query responses from pre-fetched queries had time to arrive.

Solution: Delay opening the quest details window by 100ms to allow item queries to complete
and be cached before the window first renders. Uses std::chrono::steady_clock for timing.

- Add questDetailsOpenTime field to track delayed opening timestamp
- Modify isQuestDetailsOpen() to check timer and open window when time expires
- Reset timer whenever quest details window closes
- Updated comment to clarify pre-fetch benefits both details and offer-reward windows
2026-03-11 17:27:23 -07:00
Kelsi
b5a48729b8 Add diagnostic logging for player appearance extraction failures
Log a warning when player model spawn fails due to appearance data extraction failure.
This helps diagnose why players appear invisible (missing field indices or malformed
update packets). Logs at both CREATE_OBJECT and VALUES update points.
2026-03-11 17:12:05 -07:00
Kelsi
b7479cbb50 Fix running animation hitching by using duration subtraction instead of fmod
Replace floating-point fmod() with iterative duration subtraction to preserve precision.
When animation time accumulates over many loops, fmod() loses precision with large values,
causing subtle jumps/hitches in looping animations. Subtracting the duration instead keeps
animationTime bounded in [0, duration) and avoids precision loss.
2026-03-11 17:02:15 -07:00
Kelsi
eb3cdbcc5f Fix stacked item count display in bags after looting
Move onlineItems_ lookup outside field iteration to ensure consistent item
reference when updating stack count/durability. This fixes an issue where
stacked item counts in open bags wouldn't update immediately when looting
additional items until the item was moved to another slot.
2026-03-11 16:58:36 -07:00
Kelsi
f7c752a316 Hide nameplates/health bars for corpses except when selected
Corpses no longer display nameplates or health bars unless they are the current
target (selected for loot or skinning). When selected, corpses show a minimal
grey nameplate with no health fill.
2026-03-11 16:54:30 -07:00
Kelsi
4d0eef1f6f Skip tab-targeting empty looted corpses
Dead creatures with no remaining loot items are now excluded from tab-targeting
cycle. Prevents cycling through empty corpses when looking for targetable enemies.
Corpses with available loot remain targetable.
2026-03-11 16:52:53 -07:00
Kelsi
bfeb978eff Fix character screen weapon slot positioning regression
Weapon slots were positioned too far right (at rightColX) causing overlap with right
column equipment. Repositioned to center column area (contentStartX + slotSize + 8px),
after left column. 3D preview renders on top, no visual conflict.
2026-03-11 16:49:27 -07:00
Kelsi
0c8fb94f0c Increase lava/magma smoke particle emission rate from 16 to 32 per second
Double the smoke particle emission rate to create visually richer lava and magma
effects. Current implementation emitted only 16 particles/sec per emitter (~88 in
steady state), which appeared sparse especially in multi-emitter lava areas.
Increasing to 32/sec provides denser steam/smoke effects (~176 in steady state)
while remaining well under the 1000 particle cap. This tuning opportunity was
documented in status.md as a known gap in visual completeness.
2026-03-11 16:47:07 -07:00
Kelsi
3f0e19970e Fix character screen weapon slots layout positioning
Position weapon slots (main hand, off hand, ranged) to align with the right
column instead of appearing in the left column where they crowd the main
equipment slots (tabbard, bracers, etc.). Weapons now positioned consistently
with the 3-column layout at rightColX instead of appearing at the default left
cursor position.
2026-03-11 16:32:30 -07:00
Kelsi
047b9157ad Validate transport registration before player attachment
Add upfront validation to setPlayerOnTransport to ensure the transport
GUID is registered in transportGuids_ before attaching the player. This
prevents transport desyncs when movement packets reference transports
that haven't been spawned/registered yet.
2026-03-11 16:06:36 -07:00
Kelsi
e2e049b718 docs: add Getting Started guide for new users 2026-03-11 15:36:44 -07:00
Kelsi
17bf963f3e docs: add comprehensive troubleshooting guide for users 2026-03-11 15:36:02 -07:00
Kelsi
2b8bb76d7a docs: add comprehensive multi-expansion architecture guide 2026-03-11 15:35:23 -07:00
Kelsi
1598766b1e docs: add Graphics & Performance guide with quality presets documentation 2026-03-11 15:34:16 -07:00
Kelsi
c77bd15538 docs: remove outdated 3D positional audio note - feature is implemented 2026-03-11 15:31:42 -07:00
Kelsi
90e7d61b6d docs: update for graphics presets and accurate shadow status 2026-03-11 15:30:45 -07:00
Kelsi
6f7c57d975 feat: add graphics quality presets system
Implement quick-access quality presets (Low, Medium, High, Ultra) that adjust multiple graphics settings at once for better user experience. Each preset configures:
- Shadow rendering and distance
- Anti-aliasing (MSAA) level
- Normal mapping and parallax mapping
- Ground clutter density

The system automatically detects when settings deviate from a preset and marks them as "Custom". Presets are persisted to settings.cfg for consistency across sessions. Users can quickly switch between performance and quality modes or tweak individual settings as needed.
2026-03-11 15:21:48 -07:00
Kelsi
6a8939d420 Harden final 8 parsers against truncated packets (100% coverage)
Remaining parsers now have upfront bounds checking:
- CharCreateResponseParser: validate 1 byte minimum
- QueryTimeResponseParser: validate 8 bytes (serverTime + offset)
- PlayedTimeParser: validate 9 bytes (totalTime + levelTime + flag)
- FriendStatusParser: validate 9 bytes + conditional string/flag
- LogoutResponseParser: validate 5 bytes (result + instant)
- RandomRollParser: validate 28 bytes (two GUIDs + three UInt32s)
- XpGainParser: validate 13 bytes base + conditional kill XP fields
- GroupInviteResponseParser: validate 1 byte + string (safe)

Packet parser hardening now at 100% coverage (all 106 parsers)
2026-03-11 15:08:48 -07:00