Guard X11 display crash handler with __linux__, add Windows GlobalMemoryStatusEx
path in memory_monitor, guard warden cache paths with APPDATA on Windows, and
make pkg-config optional in CMakeLists with a find_library fallback. Add Windows
x86-64 CI job using MSYS2 MINGW64 to the build workflow.
SMSG_QUEST_QUERY_RESPONSE skipped only 18 uint32s before reading the
title string, but Classic layout has 40 fields before the title
(16 header + 8 reward items + 12 choice items + 4 POI fields).
Reading from the wrong position landed inside reward item data where
empty slots contain 0-bytes, so readString() returned "", overwriting
the "Quest #N" placeholder with an empty title — making quests
invisible in the UI even though they were in the quest log.
Fixes:
- Expansion-aware skip count: 40 for Classic/Turtle, 55 for WotLK
- Guard: only update title if parsed string is non-empty and printable
- Also scan quest log fields in VALUES update path (not just CREATE_OBJECT2),
so quests are detected even when the server sends partial updates
- Add Entity::setOrientation() to update facing without cancelling movement
- Force attacker and victim to face each other on SMSG_ATTACKSTART
- Fix orientation sign error in MonsterMove: use atan2(-dy, dx) throughout so
NPCs don't glide backward; clamp FacingAngle moves that are >90° off travel vector
- Tab-target: skip dead units and non-hostiles at both build and advance time;
stale entries (killed between presses) are skipped inline rather than cycling to them
- Spirit healer resurrection: detect same-map SMSG_NEW_WORLD with resurrectPending_
and skip the full world reload/entity clear, preventing the fall-forever bug
- add per-frame nearby creature render sync from entity positions/orientation to prevent model-vs-target-circle drift
- treat lootable dynflag as dead state hint for unit spawn/deferred-display paths
- fire NPC death callback when a late display spawn is already dead/lootable
- remove loot-response money fallback announce/SFX to stop duplicate copper messages on re-opened corpses
- use interpolated target position (getX/Y/Z) for selection circle placement
- avoids drawing circle at movement destination before creature arrives
- keeps previous target interpolation update guarantees
- choose run only when movement speed is above threshold
- prefer walk for duration-less synthesized movement deltas
- keep animation fallback behavior when specific sequence is unavailable
- use movement animation (prefer run, fallback walk) for server-driven creature moves
- synthesize short movement duration for duration-less movement deltas to avoid glide/attack-pose sliding
- return to idle after both walk/run movement states
- drive target circle from entity latest position and always interpolate selected/engaged targets
- propagate item damage range and delay into ItemDef during inventory rebuild
- show weapon damage, speed, and DPS in inventory/character slot tooltips
- fix online spawn camera pitch sign so third-person camera starts above ground
- parse and cache item class/subclass, damage range, and attack delay from item query responses
- render weapon damage, speed, and DPS in the shared item-link tooltip
- render weapon damage, speed, and DPS in vendor hover tooltips
- keep armor and primary stat lines intact
- send CMSG_BUY_ITEM as vendorGuid + itemId + count (drop extra slot/bag fields)
- reset vendor list state before parsing SMSG_LIST_INVENTORY to prevent stale items carrying over
- add packet length guards for list-inventory header and per-item rows
- keep optional extended-cost parsing for cross-core compatibility
Batches whose named texture fails to load now render invisible instead of
white (the swampreeds01a.blp case causing a white shell around aquatic plants).
Also implements proper M2 opacity plumbing:
- Parse texture weight tracks (M2Track<fixed16>) and color animation alpha
tracks (M2Color.alpha) to resolve per-batch opacity at load time
- Skip batches with batchOpacity < 0.01 in the render loop
- Apply M2Texture.flags (bit0=WrapS, bit1=WrapT) to GL sampler wrap mode
- Upload both UV sets (texCoords[0] and texCoords[1]) and select via
textureUnit uniform, so batches referencing UV set 1 render correctly
PushID(item.slot) causes conflicting IDs when the server sends items with
duplicate or zero slot values. Use the loop index instead, which is always
unique regardless of what the server puts in the slot field.
Add AssetManager hookup to AudioEngine so the path-based playSound2D/3D
overloads can load files on demand rather than requiring preloading.
- Add setAssetManager() to AudioEngine (called during world load alongside
other audio manager initializations)
- playSound2D(mpqPath) now calls assetManager->readFile() then delegates
to the vector<uint8_t> overload (removes the "not yet implemented" warning)
- playSound3D(mpqPath, position) same — delegates to the fully spatialized
vector overload (was previously silently falling back to 2D)
TrinityCore's HandleBuyItemOpcode reads vendorGuid → item → slot → count → bagIndex.
The previous fix had accidentally reversed item and slot, so the server received
the vendor slot number as the item ID (a small number like 1-5) and the actual
item ID as the slot, causing every purchase to be silently rejected.
The parser used wrong SplineFlag bitmask values that don't match WotLK 3.3.5a:
- Animation: 0x00000100 → 0x00400000 (was matching SPLINEFLAG_DONE)
- Parabolic: 0x00000200 → 0x00000800 (was matching SPLINEFLAG_FALLING)
- Uncompressed path: 0x00040000 → Catmullrom|Flying (0x00082000)
The critical bug: SPLINEFLAG_FALLING (0x00000200) is set when NPCs move over
sloped terrain during combat. The parser mistook it for parabolic and read 8
extra bytes, misaligning pointCount and the destination coords. hasDest stayed
false, the move callback never fired, and NPCs appeared frozen in place.
Also fix Animation field read: uint8+int32 (5 bytes) not uint32+uint32 (8 bytes).
Auto-detect whether SMSG_LIST_INVENTORY has 7 fields (28 bytes/item, no
extendedCost) or 8 fields (32 bytes/item) per item from packet size. Servers
that omit extendedCost caused every item after the first to have garbage prices
due to misaligned field reads.
Also remove the [+Tokens] hybrid indicator; only show [Tokens] on pure
token-purchased items (buyPrice==0 && extendedCost!=0).
- Trigger ding when UNIT_FIELD_LEVEL increases for player: plays LevelUp sound,
cheer emote animation, and shows screen overlay
- renderDingEffect(): 3 expanding golden rings + "LEVEL X!" / "DING!" text
drawn via ImDrawList foreground (3s duration, fades out last 0.8s)
- triggerDing() wires sound (UiSoundManager::playLevelUp) + emote + overlay
- LevelUpCallback in GameHandler fires on genuine level increase (newLevel > oldLevel)
- "Test: Level Up" button in escape menu triggers ding at current player level
- Fix SMSG_QUESTGIVER_REQUEST_ITEMS: read emoteDelay(u32)+emoteId(u32)+autoFinish(u8)
instead of 5 uint32s — the 11-byte over-read corrupted requiredMoney, itemCount,
and all item data (itemId/count/displayInfoId)
- Fix garbled CSV fallback in asset_manager: return nullptr instead of silently
returning garbled DBC data when binary fallback is unavailable
- Add NPC spawn diagnostics: log when UNIT blocks have displayId=0 (wrong field index)
and when spawn callback fires with displayId + position
- Improve getModelPathForDisplayId failure logging: distinguish displayDataMap_ miss
vs modelIdToPath_ miss, and include map sizes for context
Checkbox in Settings > Gameplay > Loot section. When enabled, all items
are automatically sent CMSG_AUTOSTORE_LOOT_ITEM on loot response (same
as right-click looting each item). Gold always auto-loots regardless.
Setting persists in settings.cfg as auto_loot=0/1.
- Mute button: small [M] button alongside minimap zoom controls, turns red when active; directly sets AudioEngine master volume to 0, restores on unmute; persists in settings.cfg
- Original Soundtrack: checkbox in Settings > Audio that controls whether custom original music tracks (file: prefix) are included in zone music rotation; when disabled, only WoW MPQ tracks play; persists in settings.cfg
- ZoneManager.getRandomMusic() now filters file: paths when OST is disabled, falling back to full list if zone has no non-file tracks
- Handle uppercase \$N in replaceGenderPlaceholders (WoW servers send \$N for player name, we only handled \$n)
- Fix SMSG_QUESTGIVER_REQUEST_ITEMS required item field order: packet sends [displayInfoId, count, itemId] not [itemId, count, displayInfoId], causing wrong items to display (e.g. Ring of Pure Silver instead of Tough Wolf Meat)
The gossip questIcon field is an integer enum (2=available, 4=incomplete,
5=ready-to-turn-in), not a bitmask. Using (questIcon & 0x04) caused icon=4
(in-progress quests) to be treated as completable, so the client sent
CMSG_QUESTGIVER_REQUEST_REWARD for incomplete quests. The server rejected
these silently and re-sent SMSG_GOSSIP_MESSAGE, causing an infinite loop.
Fix: use exact equality (questIcon == 5 for completable, == 4 for incomplete).
Also register SMSG_CANCEL_AUTO_REPEAT (0x06B) to suppress the unhandled
opcode warning logged on every login.
Root cause: OpcodeTable::loadFromJson() cleared all mappings before
loading the expansion JSON, so any WotLK opcode absent from Turtle WoW's
opcodes.json (including SMSG_AURA_UPDATE and SMSG_AURA_UPDATE_ALL) was
permanently lost. Changed loadFromJson to patch/merge on top of existing
defaults so only explicitly listed opcodes are overridden.
Also fix isBuff border color: was testing flag 0x02 (effect 2 active)
instead of 0x80 (negative/debuff flag).
Add client-side duration countdown: AuraSlot.receivedAtMs is stamped
when the packet arrives; getRemainingMs(nowMs) subtracts elapsed time so
buff tooltips show accurate remaining duration instead of stale snapshot.
The action bar's inline Spell.dbc loader had a broken field index lookup:
operator[] on the layout map would silently insert 0 if 'Name' wasn't a
key, causing all names to be read from field 0 (the spell ID). Also the
once-only 'attempted' flag meant if assetMgr wasn't ready, it never retried.
Replace the duplicated broken DBC loading in the action bar and buff bar
with SpellbookScreen::lookupSpellName(), which reuses the spellbook's
already-correct loading (expansion layout + WotLK fallback). Remove the
now-unused actionSpellNames/actionSpellDbAttempted/actionSpellDbLoaded fields.
Re-send CMSG_ATTACKSWING every second while auto-attacking so combat
resumes automatically when the server pauses the attack loop (out of
range, etc). Previously the client kept autoAttacking=true but never
re-engaged, requiring the player to manually right-click again.
Also remove leftover single-player/offline references from comments.
SMSG_ATTACKERSTATEUPDATE, SMSG_SPELLNONMELEEDAMAGELOG, and SMSG_SPELLDAMAGELOG
were showing combat text for all combat events in the zone, not just the
player's own fights. Added early-return in all three handlers when neither
the attacker nor target is the player.
Outgoing events (player attacks enemy: damage dealt, Dodge/Parry when enemy
evades) now float on the right side of screen (near target) instead of above
the player character. Incoming events (enemy attacks player) remain at
center-left (near player).
Dodge/Parry labels now show direction: "Dodge"/"Parry" when the enemy evades
the player's attack (outgoing, gray), and "You Dodge"/"You Parry" when the
player evades an incoming attack (cyan). Crit damage now has distinct colors
for outgoing (bright yellow) vs incoming (orange).
- audio_engine.cpp: cache key was based on vector pointer address, not
content — cache never hit since each asset load produces a new
allocation. Replace with FNV-1a over head+tail bytes + size, giving
correct content-based identity at O(1) cost. Add 256-entry cap with
eviction to prevent unbounded growth over long sessions.
- game_handler.hpp/cpp, spellbook_screen, game_screen: knownSpells was
a std::vector with O(n) std::find lookups scattered across packet
handlers and UI code. Switch to std::unordered_set for O(1) insert,
erase, and membership checks. Update all push_back/erase-remove/find
call sites to use set operations.
Turtle/Classic Spell.csv files are garbled (field 0 is a string rather
than a numeric ID) so loadDBC() falls back to the WotLK binary Spell.dbc
(234 fields). getSpellIcon() was still using the Turtle layout (IconID at
field 117) to read the WotLK binary, producing garbage values and no icons.
When the loaded Spell.dbc has >=200 fields it is the WotLK binary; use the
WotLK IconID field (133) directly, matching the same approach already used
in spellbook_screen.cpp.
Previously this opcode was unrecognised and silently dropped, leaving the
client stuck in ENTERING_WORLD with no feedback when the server rejected a
login (duplicate session, world down, disabled race/class, etc.). Now we
decode the LoginFailureReason byte, reset state to CHAR_LIST_RECEIVED so
the player can retry, and surface a red error message on the character screen
via the new CharLoginFailCallback. Also adds isError colour support to
CharacterScreen::setStatus so failures show in red and successes in green.