Classic 1.12 trainer list entries lack the profDialog and profButton
uint32 fields (8 bytes) that TBC/WotLK added before reqLevel. Instead,
reqLevel immediately follows spellCost, and a trailing unk uint32 appears
at the end of each entry. Parsing the WotLK format for Classic caused
misalignment from the third field onward, corrupting state, cost, level,
skill, and chain data for all trainer spells.
- TrainerListParser::parse() gains a isClassic bool parameter (default false)
- Classic path: cost(4) → reqLevel(1) → reqSkill... → chainNode3 → unk(4)
- WotLK/TBC path: cost(4) → profDialog(4) → profButton(4) → reqLevel(1) → reqSkill...
- handleTrainerList() passes isClassicLikeExpansion() as the flag
Classic 1.12 and TBC use SMSG_FRIEND_LIST (not SMSG_CONTACT_LIST) to send
the initial friend list at login. Previously this packet was silently dropped,
leaving friendsCache empty and breaking /friend remove and note operations
for Classic players.
- Add handleFriendList(): parses Classic format (u8 count, then per-entry:
u64 guid + u8 status + optional area/level/class if online)
- Add handleContactList(): fully parses WotLK SMSG_CONTACT_LIST entries
(previously only read mask+count header and dropped all entries)
- Both handlers populate friendGuids_ and call queryPlayerName() for unknown
GUIDs; handleNameQueryResponse() now backfills friendsCache when a name
resolves for a known friend GUID
- Clear friendGuids_ on disconnect alongside playerNameCache
Classic 1.12 and TBC 2.4.3 send SMSG_TEXT_EMOTE with the field order:
textEmoteId(u32) + emoteNum(u32) + senderGuid(u64) + nameLen(u32) + name
WotLK 3.3.5a swapped senderGuid to the front:
senderGuid(u64) + textEmoteId(u32) + emoteNum(u32) + nameLen(u32) + name
The previous TextEmoteParser always used the WotLK order, causing senderGuid
to be read as a mashup of textEmoteId+emoteNum for Classic/TBC. Emote
animations and chat entries were associated with wrong GUIDs.
TextEmoteParser::parse now takes a legacyFormat parameter; handleTextEmote
passes it based on expansion detection.
WotLK 3.3.5a added a group-level and per-member roles byte (tank/healer/dps)
for the Dungeon Finder system. Classic 1.12 and TBC 2.4.3 do not send this byte.
The previous GroupListParser always read the roles byte, causing a one-byte
misalignment in Classic/TBC group lists that corrupted member GUID reads and
all subsequent fields (loot method, leader GUID, etc.).
GroupListParser::parse now takes a hasRoles parameter (default true for
backward compatibility). handleGroupList passes hasRoles=isActiveExpansion("wotlk").
Also adds range-checking throughout to prevent out-of-bounds reads on
malformed or unexpectedly short group list packets.
Classic 1.12 servers (vmangos/cmangos-classic) send:
uint64 guid + CString name + CString realmName + uint32 race + uint32 gender + uint32 class
TBC's Variant A (which Classic inherited) skipped the realmName CString,
causing the null terminator of the empty realmName to be absorbed into the
low byte of the uint32 race read, producing race=0 and shifted gender/class.
Adds a ClassicPacketParsers::parseNameQueryResponse override that correctly
reads the realmName CString before the race/gender/class uint32 fields.
Classic 1.12 sends SMSG_AURA_UPDATE/SMSG_AURA_UPDATE_ALL, but ClassicPacketParsers
inherited TBC's override which returns false (TBC uses a different aura system
and doesn't send SMSG_AURA_UPDATE at all).
Classic aura format differs from WotLK in two key ways:
- DURATION flag bit is 0x10 in Vanilla, not 0x20 as in WotLK; reading with the
WotLK parser would incorrectly gate duration reads and misparse aura fields
- No caster GUID field in Classic; WotLK parser tries to read one (gated by 0x08)
which would consume spell ID or flag bytes from the next aura slot
With this override, player/target aura bars and buff tracking work correctly
on Classic 1.12 connections for the first time.
Vanilla 1.12 SMSG_ATTACKERSTATEUPDATE, SMSG_SPELLNONMELEEDAMAGELOG, and
SMSG_SPELLHEALLOG use PackedGuid for all entity GUIDs, not full uint64
as TBC and WotLK do.
Without these overrides Classic inherited TBC's implementations, which
over-read PackedGuid fields as fixed 8-byte GUIDs, misaligning all
subsequent damage/heal fields and making combat parsing unusable on
Classic servers.
The Classic override logic is identical to TBC except for the GUID
reads, so combat text, damage numbers, and kill tracking now work
correctly on Vanilla 1.12 connections.
Vanilla 1.12 SMSG_SPELL_START and SMSG_SPELL_GO use:
- PackedGuid (variable-length) for caster and target GUIDs, not full uint64
- uint16 castFlags, not uint32 as in TBC/WotLK
- uint16 targetFlags in SpellCastTargets, not uint32
Without these overrides Classic inherited TBC's implementations which
read 8 bytes for each GUID (over-reading the PackedGuid) and then 4
bytes for castFlags instead of 2, misaligning all subsequent fields
and producing garbage spell IDs, cast times, and target GUIDs.
Hit and miss target GUIDs in SMSG_SPELL_GO are also PackedGuid in
Vanilla (vs full uint64 in TBC), handled by the new parseSpellGo.
Previously the target cast bar tracked a single target using 4 private
fields. This replaces that with unitCastStates_ (unordered_map<uint64_t,
UnitCastState>), tracking cast state for every non-player unit whose
SMSG_SPELL_START we receive.
Changes:
- GameHandler::UnitCastState struct: casting, spellId, timeRemaining,
timeTotal
- getUnitCastState(guid) → returns cast state for any tracked unit
- isTargetCasting(), getTargetCastSpellId(), getTargetCastProgress(),
getTargetCastTimeRemaining() now delegate to getUnitCastState(targetGuid)
- handleSpellStart: tracks all non-player casters (not just the target)
- handleSpellGo: erases caster from map when spell lands
- update loop: ticks down all unit cast states, erasing expired entries
- unitCastStates_ cleared on world reset
- renderBossFrames: shows red cast progress bar per boss slot with
spell name + remaining seconds — critical for instance interrupt play
SMSG_SPELL_START fires for all units, not just the player. Previously only
the player's own cast was tracked; now we also track when the current
target is casting, enabling interrupt decisions.
- GameHandler: track targetCasting_/targetCastSpellId_/targetCastTimeTotal_
/targetCastTimeRemaining_ — updated by SMSG_SPELL_START for the current
target and ticked down in the update loop each frame
- Target cast cleared when: target changes (setTarget), target's spell
lands (SMSG_SPELL_GO), or cast timer expires naturally
- game_screen: renderTargetFrame shows a red cast progress bar between
the power bar and distance line when the target is casting, with
spell name + remaining seconds
- Public accessors: isTargetCasting(), getTargetCastSpellId(),
getTargetCastProgress(), getTargetCastTimeRemaining()
Both SpellGoParser::parse (WotLK) and TbcPacketParsers::parseSpellGo
(TBC) read missCount but did not consume the per-miss (guid + missType)
entries that follow, leaving unread bytes in the packet and silently
corrupting any subsequent parsing of cast-flags–gated spell data.
- Add SpellGoMissEntry{targetGuid, missType} and missTargets vector
to SpellGoData
- WotLK parser now reads packed GUIDs + missType per miss entry
- TBC parser now reads full uint64 GUIDs + missType per miss entry
(9 bytes per entry, bounds-checked)
- handleSpellGo now shows MISS/DODGE/PARRY/BLOCK combat text
for each missed target when the local player cast the spell,
complementing the existing SMSG_SPELLLOGMISS path
- Remove unused foliageLikeModel variable in m2_renderer pass-2 loop
(fix unused-variable warning)
- Update smoke model comment in m2_renderer to reflect current state
SMSG_PET_SPELLS: Parse full packet — pet GUID, react/command state,
10 action bar slots, per-spell entries with autocast flags. Previously
only read the GUID.
SMSG_PET_MODE: Parse petGuid + mode uint32 (command low byte, react
high byte) to keep stance state in sync after server updates.
SMSG_PET_BROKEN: Clear pet state and show "Your pet has died." chat
message.
SMSG_PET_LEARNED_SPELL / SMSG_PET_UNLEARNED_SPELL: Maintain pet spell
list incrementally.
SMSG_PET_CAST_FAILED: Parse and log cast count + spell + reason.
New state accessors: getPetActionSlot(), getPetCommand(), getPetReact(),
getPetSpells(), isPetSpellAutocast().
CMSG_PET_ACTION: Add targetGuid (uint64) field — the wire format
requires petGuid(8)+action(4)+targetGuid(8). Was sending an 12-byte
packet instead of the required 20 bytes.
sendPetAction(): New method that builds and sends CMSG_PET_ACTION with
the correct target guid.
switchTalentSpec() was only updating local state without notifying the
server, leaving the server out of sync with the client's active talent
group. Now sends CMSG_SET_ACTIVE_TALENT_GROUP_OBSOLETE (WotLK wire
opcode 0x4C3) with the target group index (0=primary, 1=secondary),
prompting the server to apply the spec swap and respond with a fresh
SMSG_TALENTS_INFO for the newly active group.
Also adds ActivateTalentGroupPacket::build() to world_packets for the
packet construction.
Renders a compact top-centre overlay showing Alliance vs Horde scores
when the player is in a recognised battleground map. Score values are
read directly from the world state map maintained by SMSG_INIT_WORLD_STATES
and SMSG_UPDATE_WORLD_STATE, so no extra server packets are needed.
Supported maps:
489 – Warsong Gulch (flag captures, max 3)
529 – Arathi Basin (resources, max 1600)
30 – Alterac Valley (reinforcements, max 600)
566 – Eye of the Storm (resources, max 1600)
607 – Strand of Ancients
When a player releases spirit, the server sends SMSG_DEATH_RELEASE_LOC
with the corpse map and position. Store this so the ghost can reclaim.
New flow:
- SMSG_DEATH_RELEASE_LOC now stores corpseMapId_/corpseX_/Y_/Z_ instead
of logging and discarding
- canReclaimCorpse(): true when ghost is on same map within 40 yards of
stored corpse position
- reclaimCorpse(): sends CMSG_RECLAIM_CORPSE (no payload)
- renderReclaimCorpseButton(): shows "Resurrect from Corpse" button at
bottom-center when canReclaimCorpse() is true
Two bugs fixed:
1. acceptResurrect() was always sending CMSG_SPIRIT_HEALER_ACTIVATE even
for player-cast resurrections (Priest/Paladin/Druid). That opcode is
only the correct response to SMSG_SPIRIT_HEALER_CONFIRM. For
SMSG_RESURRECT_REQUEST the server expects CMSG_RESURRECT_RESPONSE
with accept=1. Added resurrectIsSpiritHealer_ to track which path
triggered the dialog and send the right packet per type.
2. The resurrect dialog showed a generic "Return to life?" string
regardless of who cast the resurrection. Parse the optional CString
name from SMSG_RESURRECT_REQUEST (or fall back to playerNameCache)
and display "X wishes to resurrect you." when the caster is known.
Single shadow depth image shared across MAX_FRAMES=2 in-flight GPU frames
caused a race: frame N's main pass reads shadow map while frame N+1's
shadow pass clears and writes it, producing visible flashing standing
still and while moving.
Fix: give each in-flight frame its own VkImage, VmaAllocation, VkImageView,
and VkFramebuffer for the shadow depth attachment. renderShadowPass() now
indexes all shadow resources by getCurrentFrame(), and layout transitions
track per-frame state in shadowDepthLayout_[frame]. Cleanup loops over
MAX_FRAMES=2. Descriptor sets already written per-frame; updated shadow
image view binding to use the matching per-frame view.
TBC 2.4.3 quest log update fields use 4 fields per slot
(questId, state, counts, timer) vs WotLK's 5 (extra counts field).
The wrong stride (5) caused all quest log reads to use wrong indices
beyond the first slot, breaking quest tracking on TBC servers.
TBC 2.4.3 CMSG_QUESTGIVER_QUERY_QUEST is guid(8) + questId(4) = 12
bytes. WotLK added a trailing isDialogContinued(u8) byte that TBC
servers don't expect; sending it caused quest details to not be sent
back on some emulators.
When the player starts casting Hearthstone (spell IDs 6948/8690),
trigger background terrain loading at the bind point so tiles are
ready when the teleport fires.
- Add HearthstonePreloadCallback to GameHandler, called from
handleSpellStart when a Hearthstone cast begins.
- Application callback enqueues a 5×5 tile grid around the bind
point via precacheTiles() (same-map) or starts a file-cache warm
via startWorldPreload() (cross-map) during the ~10 s cast time.
- On same-map teleport arrival, call processAllReadyTiles() to
GPU-upload any tiles that finished parsing during the cast before
the first frame at the new position.
Fixes: player landing in unloaded terrain and falling after Hearthstone.
TBC 2.4.3 SMSG_SPELL_START and SMSG_SPELL_GO send full uint64 GUIDs for
casterGuid/casterUnit and hit targets. WotLK uses packed (variable-length)
GUIDs. Using readPackedGuid() on a full uint64 reads the first byte as the
bitmask, consuming 1-8 wrong bytes, which shifts all subsequent fields
(spellId, castFlags, castTime) and causes:
- Cast bar to never show for the player's own spells
- Sound effects to use the wrong spell ID
- Hit/miss target tracking to be completely wrong
Additionally, TBC SMSG_SPELL_GO lacks the WotLK timestamp field after
castFlags.
Add TbcPacketParsers::parseSpellStart and ::parseSpellGo using full GUIDs,
add virtual base methods, and route both handlers through virtual dispatch.
TBC 2.4.3 SMSG_CAST_RESULT sends spellId(u32) + result(u8) = 5 bytes.
WotLK 3.3.5a added a castCount(u8) prefix making it 6 bytes. Without
this fix the WotLK parser was reading spellId[0] as castCount, then the
remaining 3 spellId bytes plus result byte as spellId (wrong), and then
whatever follows as result — producing incorrect failure messages and
potentially not clearing the cast bar on TBC.
Add TbcPacketParsers::parseCastResult override and a virtual base method,
then route SMSG_CAST_RESULT through virtual dispatch in the game handler.
Classic 1.12 SMSG_CREATURE_QUERY_RESPONSE has no iconName CString between
subName and typeFlags. The TBC/WotLK parser was reading the typeFlags
uint32 bytes as the iconName string, then reading the remaining bytes as
typeFlags — producing garbage creature type/family/rank values and
corrupting target frame display for all creatures on Classic servers.
Add ClassicPacketParsers::parseCreatureQueryResponse without the iconName
read, and route the game handler through virtual dispatch so the override
is called.
Add TbcPacketParsers::parseSpellHealLog override using full uint64 GUIDs
(TBC) instead of packed GUIDs (WotLK). Route handleAttackerStateUpdate,
handleSpellDamageLog, and handleSpellHealLog through the virtual
packetParsers_ interface so expansion-specific overrides are actually
called. Previously the game handler bypassed virtual dispatch with
direct static parser calls, making all three TBC overrides dead code.
TBC 2.4.3 SMSG_ATTACKERSTATEUPDATE and SMSG_SPELLNONMELEEDAMAGELOG send
full uint64 GUIDs for attacker/target, while WotLK 3.3.5a uses packed
(variable-length) GUIDs. Using the WotLK reader on TBC packets consumes
1-8 bytes where a fixed 8 are expected, shifting all subsequent reads
and producing completely wrong damage/absorbed/resisted values.
Add TbcPacketParsers overrides that read plain uint64 GUIDs. Also note
that TBC SMSG_SPELLNONMELEEDAMAGELOG lacks the WotLK overkill field.
TBC 2.4.3 differs from WotLK in four ways:
- Header: uint8 count only (WotLK: uint32 totalCount + uint8 shownCount),
so the WotLK parser was reading 4 garbage bytes before the count
- No extra unknown uint32 between itemTextId and stationery in each entry
- Attachment item GUID: full uint64 (WotLK uses uint32 low GUID)
- Attachment enchants: 7 × uint32 id only (WotLK: 7 × {id+duration+charges})
The resulting mis-parse would scramble subject/money/cod/flags for every
mail entry and corrupt all attachment reads. Add TbcPacketParsers::parseMailList
with the correct TBC 2.4.3 format.
Read the ambient color from the MOHD chunk (BGRA uint32) and store it
on WMOModel as a normalized RGB vec3. Pass it through ModelData into
the per-batch WMOMaterialUBO (replacing the unused pad[3] bytes, keeping
the struct at 64 bytes). The GLSL interior branch now floors vertex
colors against the WMO ambient instead of a hardcoded 0.5, so dungeon
interiors respect the artist-specified ambient tint from the WMO root
rather than always clamping to grey.
SMSG_GOSSIP_MESSAGE quest entries in TBC 2.4.3 do not include
questFlags(u32) or isRepeatable(u8) that WotLK 3.3.5a added.
The WotLK default parser reads these 5 bytes, causing all quest titles
in gossip dialogs to be shifted/corrupted on TBC servers.
Add TbcPacketParsers::parseGossipMessage() which parses quest entries
without those fields, fixing NPC quest list display.
CMSG_CAST_SPELL: WotLK adds a castFlags(u8) byte after spellId that TBC
2.4.3 does not have. Add TbcPacketParsers::buildCastSpell() to omit it,
preventing every spell cast from being rejected by TBC servers.
CMSG_USE_ITEM: WotLK adds a glyphIndex(u32) field between itemGuid and
castFlags that TBC 2.4.3 does not have. Add buildUseItem() override.
SMSG_MONSTER_MOVE: WotLK adds a uint8 unk byte after the packed GUID
(MOVEMENTFLAG2_UNK7 toggle) that TBC 2.4.3 does not have. Add
parseMonsterMove() override to fix NPC movement parsing — without this,
all NPC positions, durations, and waypoints parse from the wrong byte
offset, making all NPC movement appear broken on TBC servers.
Add AudioEngine::playSound2DStoppable() + stopSound() so callers can
hold a handle and cancel playback early. SpellSoundManager::playPrecast()
now stores the handle in activePrecastId_; stopPrecast() cuts the sound.
playCast() calls stopPrecast() before playing the release sound, so the
channeling audio never bleeds past cast time. SMSG_SPELL_FAILURE and
SMSG_CAST_FAILED both call stopPrecast() so interrupted casts silence
immediately.
Hang/GPU device lost fix:
- M2_INSTANCES and WMO_INSTANCES finalization phases now create instances
incrementally (32 per step / 4 per step) instead of all at once, eliminating
the >1s main-thread stalls that caused GPU fence timeouts and device loss
M2 two-pass transparent rendering:
- Opaque/alpha-test batches render in pass 1, transparent/additive in pass 2
(back-to-front sorted) to fix wing transparency showing terrain instead of
trees — adds hasTransparentBatches flag to skip models with no transparency
Tile streaming improvements:
- Sort new load queue entries nearest-first so critical tiles load before
distant ones during fast taxi flight
- Increase taxi load radius 6→8 tiles, unload 9→12 for better coverage
Water refraction gated on FSR:
- Disable water refraction when FSR is not active (bugged without upscaling)
- Auto-disable refraction if FSR is turned off while refraction was on
- Parse uint8 itemClass + uint32 subClassMask from SMSG_SET_PROFICIENCY
- Store weaponProficiency_ (itemClass=2) and armorProficiency_ (itemClass=4)
- Expose getWeaponProficiency(), getArmorProficiency(), canUseWeaponSubclass(n),
canUseArmorSubclass(n) on GameHandler for use by equipment UI
- Enables future equipment slot validation (grey out non-proficient items)
- SMSG_SPELLDAMAGESHIELD: parse victim/caster/damage fields and show SPELL_DAMAGE
combat text for player-relevant events (damage shields like Thorns)
- SMSG_SPELLORDAMAGE_IMMUNE: parse packed caster/victim guids and show new
IMMUNE combat text type when player is involved in an immunity event
- Add CombatTextEntry::IMMUNE type to spell_defines.hpp and render it as
white "Immune!" in the combat text overlay
- handleCompressedMoves: add MSG_MOVE_* routing so SMSG_MULTIPLE_MOVES
sub-packets (player movement batches) are dispatched to handleOtherPlayerMovement
instead of logged as unhandled; fix runtime-opcode lookup (non-static array)
Socket fixes (fixes Windows-only connection failure):
- WorldSocket::connect() now waits for non-blocking connect to complete with
select() before returning, preventing WSAENOTCONN on the first recv() call
on Windows (Linux handles this implicitly but Windows requires writability
poll after non-blocking connect)
- Add net::isConnectionClosed() helper: treats WSAENOTCONN/WSAECONNRESET/
WSAESHUTDOWN/WSAECONNABORTED as graceful peer-close rather than recv errors
- Apply isConnectionClosed() in both WorldSocket and TCPSocket recv loops
UI:
- Add renderBossFrames(): displays boss unit health bars in top-right corner
when SMSG_UPDATE_INSTANCE_ENCOUNTER_UNIT has active slots; supports
click-to-target and color-coded health bars (red→orange→yellow as HP drops)
- SMSG_RESUME_CAST_BAR: parse packed_guid caster/target + spellId + remainingMs +
totalMs; restores cast bar state when server re-syncs a cast in progress
- SMSG_THREAT_UPDATE: properly consume packed_guid host/target + threat entries
to suppress unhandled packet warnings
- SMSG_UPDATE_INSTANCE_ENCOUNTER_UNIT: track up to 5 boss encounter unit guids
per slot; expose via getEncounterUnitGuid(slot); clear on world transfer
These guids identify active boss units for raid/boss frame display.
Previously "Achievement earned! (ID 1234)" was the only message. Now
loadAchievementNameCache() lazily loads Achievement.dbc (field 4 = Title,
verified against WotLK 3.3.5a binary) on first earned event and shows
"Achievement earned: Level 10" or "Player has earned the achievement: ..."
Falls back to ID if DBC is unavailable or entry is missing.
Parse the flight-master POI status packet (guid + uint8 status) and cache
it per-NPC in taxiNpcHasRoutes_. Exposes taxiNpcHasRoutes(guid) accessor
for future nameplate/interaction indicators. Previously this packet was
silently consumed without any state tracking.
Previously all player spell casts played ARCANE school sounds regardless
of the actual spell school. Now loadSpellNameCache() reads SchoolMask
(bitmask, TBC/WotLK) or SchoolEnum (Vanilla/Classic) from Spell.dbc and
stores it in SpellNameEntry. handleSpellStart/handleSpellGo look up the
spell's school and select the correct MagicSchool for cast sounds.
DBC field indices: WotLK SchoolMask=225 (verified), TBC=215, Classic/Turtle
SchoolEnum=1 (Vanilla enum 0-6 converted to bitmask).
- Add birdSounds_ and cricketSounds_ AmbientSample vectors to
AmbientSoundManager, loaded from WoW MPQ paths:
BirdAmbience/BirdChirp01-06.wav (up to 6 variants, daytime) and
Insect/InsectMorning.wav + InsectNight.wav (nighttime). Missing files
are silently skipped so the game runs without an MPQ too.
- updatePeriodicSounds() now plays a randomly chosen loaded variant
at the scheduled interval instead of the previous no-op placeholder.
- Remove stale "TODO Phase 6: Vulkan underwater overlay" comment from
Renderer::initialize(); the feature has been fully implemented in
renderOverlay() / the swim effects pipeline since that comment was
written.
Add initializeShadow() to TerrainRenderer that creates a depth-only
shadow pipeline reusing the existing shadow.vert/frag shaders (same
path as WMO/M2/character renderers). renderShadow() draws all terrain
chunks with sphere culling against the shadow coverage radius. Wire
both init and draw calls into Renderer so terrain now casts shadows
alongside buildings and NPCs.
Parse SMSG_RESYNC_RUNES, SMSG_ADD_RUNE_POWER, and SMSG_CONVERT_RUNE to
track the state of all 6 DK runes (Blood/Unholy/Frost/Death type,
ready flag, and cooldown fraction). Render a six-square rune bar below
the Runic Power bar when the player is class 6, with per-type colors
(Blood=red, Unholy=green, Frost=blue, Death=purple) and client-side
fill animation so runes visibly refill over the 10s cooldown.
The boneDescPool_ had MAX_BONE_SETS=2048 but sets were never freed when
instances were removed (only when clear() reset the whole pool on map load).
As tiles streamed in/out, each new animated instance consumed 2 pool slots
(one per frame index) permanently. After ~1024 animated instances created
total, vkAllocateDescriptorSets began failing silently and returning
VK_NULL_HANDLE. render() skips instances with null boneSet[frameIndex],
making them invisible — appearing as per-frame flicker as the culling pass
included them but the render pass excluded them.
Fix: destroyInstanceBones() now calls vkFreeDescriptorSets() for each
non-null boneSet before destroying the bone SSBO. The pool already had
VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT set for this purpose.
Also increased MAX_BONE_SETS from 2048 to 8192 for extra headroom.
coordinates.hpp: serverToCanonicalYaw now computes s - π/2 instead of π/2 - s.
The codebase uses atan2(-dy, dx) as its canonical yaw convention, where server
direction (cos s, sin s) in (server_X, server_Y) becomes (sin s, cos s) in
canonical after the X/Y swap, giving atan2(-cos s, sin s) = s - π/2.
canonicalToServerYaw is updated as its proper inverse: c + π/2.
The old formula (π/2 - s) was self-inverse and gave the wrong east/west facing
for any NPC not pointing north or south.
game_screen.cpp: Nameplate NDC→screen Y no longer double-inverts. The camera
bakes the Vulkan Y-flip into the projection matrix (NDC y=-1 = screen top,
y=+1 = screen bottom), so sy = (ndc.y*0.5 + 0.5) * screenH is correct.
The previous formula subtracted from 1.0 which reflected nameplates vertically.
Shows active pet name, level, health bar, and power bar (mana/focus/rage/energy)
when the player has an active pet. Clicking the pet name targets it. A Dismiss
button sends CMSG_PET_ACTION to dismiss the pet. Frame uses green border to
visually distinguish it from the player/target frames.
XP gain was previously shown as a HEAL entry (green +N) which conflates
it with actual healing. New XP_GAIN type renders as purple '+N XP' in the
outgoing column, matching WoW's floating XP style.
Polls the renderer's currentZoneName each frame and triggers a 5-second
fade-in/hold/fade-out toast at the upper-centre of screen when the zone
changes. Matches WoW's standard zone transition display.
For each visible Unit entity within 40 yards, projects the canonical WoW
position (converted to render space) through the camera view-projection
matrix to screen pixels. Draws a health bar (hostile=red, friendly=green,
target=gold border) and name label with drop shadow using ImGui's background
draw list. Fades out smoothly in the last 5 yards of range.
Parse SPELLENERGIZELOG (victim/caster packed GUIDs + spellId + powerType +
amount) and emit ENERGIZE combat text for mana/energy gains. Add ENERGIZE
to CombatTextEntry::Type enum (blue +N text).
Also add explicit renderCombatText cases for BLOCK, PERIODIC_DAMAGE,
PERIODIC_HEAL, and ENVIRONMENTAL — previously all fell through to the
colourless default handler.