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.
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.
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.
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.
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.
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.
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).
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.
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.
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().
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.