Use authoritative WoW Model Viewer atlas coordinates (256x256 reference)
for face, underwear, and body region placement. Previously all coordinates
were hardcoded at 512x512 scale causing overlays to be clipped on the
256x256 base skin. Also include face upper+lower textures from
CharSections.dbc in compositing for both player and other-player characters.
Fix 9 PopStyleVar(2) calls that should be PopStyleVar(1) across
player frame, target frame, cast bar, party frames, buff bar, escape
menu, death dialog, and resurrect dialog. Fix action bar from
PopStyleVar(2) to PopStyleVar(4) to match 4 pushes.
Fix character geoset defaults: 301→302 (bare hands), 701→702 (ears),
1501→1502 (back/cloak), add 802 (wristbands). No WoW character model
uses geoset 301/701/1501; all use 302/702/1502 as base. This fixes
missing hands/arms on undead and other races with separate hand meshes.
Remove HDPackManager, expansion overlay manifests, and BLP size-comparison
logic. Assets now resolve through a single manifest with a simple override
directory (Data/override/) for future HD upgrades.
- Skip WMO batches with material flags F_SIDN (0x20) or F_WINDOW (0x40)
which are transparent sky/window panes that render as grey curtains
- Fix /unstuck: always nudge 5 units forward first, then sample floor at
destination instead of teleporting back to last safe position (which
could be the stuck location itself)
- Per-family mount sounds (kodo, tallstrider, mechanostrider, etc.) detected from M2 model path
- Skip WMO groups with SHOW_SKYBOX flag or all-untextured batches (grey mesh in Orgrimmar)
- Freeze physics during taxi landing until terrain loads to prevent falling through void
- Disable bone animations on tropical vegetation (palm, bamboo, banana, etc.) to fix wiggling
- Snap player to final taxi waypoint on flight completion
- Extract mount aura spell ID from classic UNIT_FIELD_AURAS for CMSG_CANCEL_AURA dismount
- Increase /unstuck forward nudge to 5 units
- Parse MCLQ sub-chunks in vanilla ADTs for water rendering (WotLK uses MH2O)
- Load TaxiPathNode.dbc for MO_TRANSPORT world-coordinate paths (vanilla boats)
- Parse data[] from SMSG_GAMEOBJECT_QUERY_RESPONSE (taxiPathId for transports)
- Support vanilla M2 particle emitters (504-byte struct, different from WotLK 476)
- Add character preview texture diagnostic logging
- Fix disconnect handling on character screen (show error only when no chars)
Add resetDbcCaches() to GameHandler to clear stale spell name, skill,
taxi, and talent caches when switching expansions. Called from
reloadExpansionData() so switching servers (e.g. WotLK to Turtle)
reloads DBC data instead of using stale entries from the previous
expansion.
Add reset() to RealmScreen and CharacterScreen to clear stale selection
state. Clear auth handler realm list on reconnect. Reset both screens
when going back to login or back to realm selection, so switching
servers shows fresh data instead of stale lists from the previous
connection.
Binary ItemDisplayInfo.dbc has 23 fields with texture components at
14-21, not 15-22. The previous "fix" shifted all fields by +1 which
read wrong columns and broke both player and NPC equipment rendering.
Also fix local player texture cycling: rebuildOnlineInventory() was
called on every item query response (including for other players),
unconditionally setting onlineEquipDirty_ which triggered redundant
texture recompositing. Now tracks previous equipment displayInfoIds
and only sets dirty when they actually change.
Unified all 3 equipment texture code paths (local player, other
players, NPCs) to use the DBC layout system with correct field 14
base index.
Texture regions are at DBC fields 15-22, not 14-21. Field 14 is
HelmetGeosetVis[1] (uint32), and getString() on it returned random
strings from the DBC string block, causing garbled textures on
players and missing leg textures on other characters.
Cache composite textures by input key so identical NPC equipment
combos share one GPU texture. Use DBC layout system for
ItemDisplayInfo texture component fields instead of hardcoded
indices (cross-expansion support). Selective player equipment
re-emission on item query response instead of broadcasting to
all players.
Default PLAYER_VISIBLE_ITEM layout to known WotLK 3.3.5a values
(base=284, stride=2) so equipment reads work immediately without
waiting for heuristic detection. Add equipment texture compositing
for humanoid NPCs over baked body textures using ItemDisplayInfo.dbc
region lookups (texture-only, no geoset changes to avoid invisibility).
Vanilla (v256) and TBC (v263) M2 files embed skin data directly, parsed
during M2Loader::load(). The code unconditionally loaded external .skin
files afterwards, which resolved to WotLK-format .skin files (48-byte
submeshes) from the base manifest — overwriting the correctly parsed
embedded skin (32-byte submeshes) and causing mesh corruption on all
character models. Guard all 13 loadSkin() call sites with version >= 264
so external .skin files are only loaded for WotLK M2s that need them.
Filter races/classes in character creation screen by expansion profile
constraints, add 10s server response timeout, and reset Warden crypto
state on disconnect so reconnections use the correct session key.
Expansion overlays allow each expansion to supplement the base asset data
via an assetManifest field in expansion.json, loaded at priority 50 (below
HD packs). The asset extractor gains --reference-manifest for delta-only
extraction. Also fixes CharSections field indices (VariationIndex=4,
ColorIndex=5, Texture1=6) across all DBC layout references.
- Route SMSG_UPDATE_OBJECT through polymorphic parsers for correct
vanilla format (uint8 updateFlags, 6 speeds vs WotLK uint16/9)
- Fix SMSG_DESTROY_OBJECT for vanilla (8 bytes, no isDeath field)
- Add MSG_MOVE_* handlers for other player movement relay
- Add ClassicPacketParsers::parseMessageChat with targetGuid read
and monster-type name handling
- Resolve chat sender names from player name cache before display
- Fix CSV DBC field 0 always treated as numeric ID (fixes 16+ garbled
Turtle CSVs including Map, AreaTable, Spell, CreatureDisplayInfo)
- Add CSV DBC validation: reject garbled CSVs (>80% zero IDs) and
fall back to binary DBC files
- Fix ItemDisplayInfo texture component field index (14+ not 15+)
for binary DBC with gender-aware suffix resolution
- Spawn other players as visible M2 models via creature callback
- Map name cache dedup prevents overwrites from duplicate CSV records
- Vanilla M2 bone struct (108 bytes) with 28-byte animation tracks
- Version-aware bone parsing (vanilla vs WotLK format detection)
- Fix CharSections.dbc field layout for vanilla (variation/color at 4-5)
- Remove broken CharSections.csv files (all fields marked as strings)
- Expansion data reload on profile switch (DBC cache clear, layout reload)
- Vanilla packet encryption (VanillaCrypt XOR-based header crypt)
- Extended character preview geoset range (0-99) for vanilla models
- DBC cache clear support in AssetManager
Replace hardcoded WotLK protocol constants with a data-driven architecture
supporting Classic 1.12.1, TBC 2.4.3, and WotLK 3.3.5a. Each expansion
has JSON profiles for opcodes, update fields, and DBC layouts, plus C++
polymorphic packet parsers for binary format differences (movement flags,
speed fields, transport data, spline format, char enum layout).
Key components:
- ExpansionRegistry: scans Data/expansions/*/expansion.json at startup
- OpcodeTable: logical enum <-> wire values loaded from JSON
- UpdateFieldTable: field indices loaded from JSON per expansion
- DBCLayout: schema-driven DBC field lookups replacing magic numbers
- PacketParsers: WotLK/TBC/Classic parsers with correct flag positions
- Multi-manifest AssetManager: layered manifests with priority ordering
- HDPackManager: overlay texture packs with expansion compatibility
- Auth screen expansion picker replacing hardcoded version dropdown
- Added transport fields to MovementInfo struct (transportGuid, transportX/Y/Z/O, transportTime)
- Updated MovementPacket::build() to serialize transport data when ONTRANSPORT flag set
- Modified GameHandler::sendMovement() to include transport info when player on transport
- Fixed coordinate conversion for transport offsets (server↔canonical)
- Added transport tracking in both CREATE_OBJECT and MOVEMENT update handlers
- Connected M2Renderer to WMORenderer for hierarchical doodad transforms
- Server-authoritative transport movement (no client-side animation)
Issue: Server not sending MOVEMENT updates for transports, so they remain stationary.
Transports register successfully but don't animate without server position updates.
Transport System (Phases 1-7):
- Implement TransportManager with Catmull-Rom spline path interpolation
- Add WMO dynamic transforms for moving transport instances
- Implement player attachment via world position composition
- Add test transport with circular path around Stormwind harbor
- Add /transport board and /transport leave console commands
- Reuse taxi flight spline system and external follow camera mode
NPC Spawn Fixes:
- Add smart ocean spawn filter: blocks land creatures at high altitude over water (Z>50)
- Allow legitimate water creatures at sea level (Z≤50) to spawn correctly
- Fixes Elder Grey Bears, Highland Striders, and Plainscreepers spawning over ocean
- Snap online creatures to terrain height when valid ground exists
NpcManager Removal:
- Remove deprecated NpcManager (offline mode no longer supported)
- Delete npc_manager.hpp and npc_manager.cpp
- Simplify NPC animation callbacks to use only creatureInstances_ map
- Move NPC callbacks to game initialization in application.cpp
Water Rendering:
- Fix tile seam gaps caused by per-vertex wave randomization
- Add distance-based blending: seamless waves up close (<150u), grid effect far away (>400u)
- Smooth transition between seamless and grid modes (150-400 unit range)
- Preserves aesthetic grid pattern at horizon while eliminating gaps when swimming
Mount Animation System:
- Property-based jump animation discovery using sequence metadata
- Chain linkage scoring (nextAnimation/aliasNext) for accurate detection
- Correct loop detection: flags & 0x01 == 0 means looping
- Avoids brake/stop animations via blendTime penalties
- Works on any mount model without hardcoded animation IDs
Mount Physics:
- Physics-based jump height: vz = sqrt(2 * g * h)
- Configurable MOUNT_JUMP_HEIGHT constant (1.0m default)
- Procedural lean into turns for ground mounts
- Smooth roll based on turn rate (±14° max, 6x/sec blend)
Audio Improvements:
- State-machine driven mount sounds (jump, land, rear-up)
- Semantic sound methods (no animation ID dependencies)
- Debug logging for missing sound files
Bug Fixes:
- Fixed mount animation sequencing (JumpStart → JumpLoop → JumpEnd)
- Fixed animation loop flag interpretation (0x20 vs 0x21)
- Rider bone attachment working correctly during all mount actions
Replace 2D ImGui text markers with proper 3D billboard sprites using BLP textures.
Features:
- Billboard rendering using Interface\GossipFrame\ BLP textures (yellow !, yellow ?, grey ?)
- WoW-style visual effects: bob animation, distance-based scaling, glow pass, distance fade
- Proper NPC height positioning with bounding box detection
- Camera-facing quads with depth testing but no depth write
- Shader-based alpha modulation for glow and fade effects
Technical changes:
- Created QuestMarkerRenderer class with billboard sprite system
- Integrated into Renderer initialization for both online and offline terrain loading
- Rewrote updateQuestMarkers() to use billboard system instead of M2 models
- Disabled old 2D ImGui renderQuestMarkers() in game_screen.cpp
- Added debug logging for initialization and marker tracking
Quest markers now render with proper WoW visual fidelity.
In WoW 3.3.5a, quest markers are NOT M2 models. They are billboard
sprites using BLP textures:
- Interface\GossipFrame\AvailableQuestIcon.blp (yellow !)
- Interface\GossipFrame\ActiveQuestIcon.blp (silver ?)
- Interface\GossipFrame\IncompleteQuestIcon.blp (gray ?)
The M2 files (QuestGiver.m2, QuestExclamation.m2, etc.) don't exist
in retail WotLK MPQs - they're from fan projects or later expansions.
Proper implementation requires billboard sprite renderer with camera-
facing quads. For now, 2D ImGui markers continue to work.
Changed from World\Generic\PassiveDoodads\Quest to Spells\Quest:
- QuestGiver.m2 (yellow ! for available quests)
- QuestGiverTurnIn.m2 (silver ? for completable quests)
These are the actual paths used in WoW 3.3.5a MPQ archives.
Loads and renders actual quest marker M2 models from
World\Generic\PassiveDoodads\Quest\ as floating 3D objects above NPCs
based on quest status, replacing 2D ImGui text markers.
Features:
- Loads QuestExclamation.m2 (yellow !) for available quests
- Loads QuestQuestionMark.m2 (silver ?) for completable quests
- Updates marker positions dynamically as NPCs move
- Automatically spawns/despawns markers based on quest status changes
- Positions markers above NPC heads using render bounds
Quest markers are now proper 3D assets consistent with WoW 3.3.5a client.
After creating a character, automatically select it in the character
list instead of defaulting to the previously selected character.
Changes:
- Added selectCharacterByName() method to CharacterScreen
- Store created character name in Application
- On creation success, auto-select the new character by name
- Falls back to saved selection if new character name doesn't match
NPCs were not spawning when the player first entered the world because
spawnNpcs() was defined but never called. Added call to spawnNpcs() in
Application::update() when in IN_GAME state.
The function has a guard (npcsSpawned flag) so it only runs once. NPCs now
appear immediately at spawn instead of requiring the player to walk away first.
Added logging to help debug spawn preconditions.