Adds a functional barber shop window triggered by SMSG_ENABLE_BARBER_SHOP.
Players can adjust hair style, hair color, and facial features using
sliders bounded by race/gender max values. Sends CMSG_ALTER_APPEARANCE
on confirm; server result closes the window on success. Escape key
also closes the barber shop.
Right-clicking the target or focus frame name now opens a context
menu with Set Focus/Target, Clear Focus, Whisper, Invite, Trade,
Duel, Inspect, Add Friend, and Ignore options (player-specific
options only shown for player targets).
Escape now closes UI windows in priority order (vendor, bank, trainer,
who, combat log, social, talents, spellbook, quest log, character,
inventory, world map) before falling through to the escape menu, matching
standard WoW behavior.
Nameplate debuff indicators now show: clock-sweep overlay for elapsed
duration, countdown text below each dot (color-coded red < 5s, yellow
< 15s), stack count badge, and duration in hover tooltip.
Shows a confirmation dialog before buying items costing 1 gold or more,
preventing accidental purchases. Displays item name, quantity, and
total cost in gold/silver/copper.
Implements CMSG_SPLIT_ITEM (0x10E) with a slider popup for choosing
split count. Auto-finds empty destination slot across backpack and bags.
Shift+right-click on stackable items (count > 1) opens split dialog;
non-stackable items still get the destroy confirmation.
Hand cursor now shows when hovering over any interactive entity in the
3D world (NPCs, players, game objects), not just game objects. Helps
identify clickable targets at a glance.
Play UI error sound on SMSG_CAST_FAILED for consistent audio feedback,
matching other error handlers (vendor, inventory, trainer).
Auto-reply to incoming whispers with AFK/DND message when player has
set /afk or /dnd status.
Captures the Vulkan swapchain image to PNG via stb_image_write.
Screenshots saved to ~/.wowee/screenshots/ with timestamped filenames.
Cross-platform: BGRA→RGBA swizzle, localtime_r/localtime_s.
Type /loc, /coords, or /whereami in chat to display current position
(X, Y, Z) and zone name as a system message. Useful for sharing
locations or debugging position issues.
Show creature type (Beast, Humanoid, etc.) on the focus frame next to
the rank badge, matching the target frame. Also display player guild
names on focus frame for player targets.
Show creature classification (Beast, Humanoid, Demon, etc.) next to the
level on the target frame. Useful for knowing which CC abilities apply
(Polymorph → Humanoid/Beast, Banish → Demon/Elemental, etc.).
Re-enable the login screen music system that was previously disabled.
Randomly selects from available tracks in assets/Original Music/ and
plays them at 80% volume during authentication.
Add rank-specific outer borders on NPC nameplates: gold for Elite and
Rare Elite, red for Boss, silver for Rare. Provides immediate visual
identification of dangerous mobs without needing to target them.
Display creature subtitles (e.g. <Reagent Vendor>, <Innkeeper>) below
NPC names on nameplates, mirroring the guild tag display for players.
The subtitle is fetched from the creature info cache populated by
SMSG_CREATURE_QUERY_RESPONSE.
Store the voteMask from SMSG_LOOT_START_ROLL and use it to conditionally
show Need/Greed/Disenchant/Pass buttons. Previously all four buttons were
always shown regardless of the server's allowed roll types.
SMSG_SPELL_MISS_LOG REFLECT entries include a reflectSpellId field that
was parsed but discarded. Now store it in SpellMissLogEntry and pass it
to addCombatText, so floating combat text shows the actual reflected
spell name instead of the original cast spell.
Combat text (damage, heals, misses, crits, etc.) now floats above the
target entity in 3D space instead of appearing at fixed screen positions.
Text rises upward from the entity's head, with random horizontal stagger
to prevent stacking. HUD-only types (XP, Honor, Procs) and entries
without a valid entity anchor fall back to the original screen overlay.
Read PLAYER_GUILDID from entity update fields (UNIT_END + 3) and query
guild names via CMSG_GUILD_QUERY. Cache results in guildNameCache_ so
each guild ID is queried only once. Display <Guild Name> in grey below
the player name on nameplates. Fix handleGuildQueryResponse to not
overwrite the local player's guild data when querying other guilds.
The WotLK periodic damage format includes an isCrit byte after resisted
(21 bytes total, not 20). Missing this byte caused parse misalignment
for multi-effect periodicauralog packets. Also use the already-read
isCrit on periodic heals to display critical HoT ticks distinctly.
Add 5-dot combo point indicator between target power bar and cast bar.
Lit dots are yellow (1-4 CP) or red (5 CP) with glow effect; unlit
dots show as dark outlines. Only visible when the player's combo target
matches the current target.
loadOnlineWorldTerrain re-registers the death/respawn/swing callbacks,
overriding the ones from setupUICallbacks. The world-load versions only
checked creatureInstances_, so the player lookup fix from the previous
commit was silently reverted whenever the world loaded. Now both
registration sites check playerInstances_ as a fallback.
Player class declared its own 'name' member and getName()/setName()
that shadowed the inherited Unit::name. Since getName() is non-virtual,
code using Unit* pointers (nameplates, target frame, entity list) read
Unit::name (always empty) while Player::setName() wrote to the shadowed
Player::name. Removed the redundant declaration so Player inherits
name storage from Unit.
Death, respawn, and melee swing callbacks only checked
creatureInstances_, so online players never played death animation when
killed, never returned to idle on resurrect, and never showed attack
swings. Extended all three callbacks to also check playerInstances_.
Also extended the game_handler death/respawn callback triggers to fire
for PLAYER entities (not just UNIT), and added spawn-time death
detection for players that are already dead when first seen.
Both CREATE_OBJECT and MOVEMENT update paths called
setPlayerOnTransport(guid, vec3(0)) then immediately overwrote
playerTransportOffset_ on the next line. This left a one-frame window
where the composed world position used (0,0,0) as the local offset,
causing the player to visually snap to the transport origin. Compute the
canonical offset first and pass it directly.
Online players had no animation state machine — once Run started from a
movement packet, it never transitioned back to Stand/Idle. This mirrors
the creature sync loop: position, orientation, and locomotion animation
(Run/Walk/Swim/Fly ↔ Stand/SwimIdle/FlyIdle) are now driven per-frame
based on Entity::isActivelyMoving() state transitions.
Also cleans up creatureRenderPosCache_ on player despawn.
Creatures were stuck in Run/Walk animation during the dead-reckoning
overrun window (up to 2x movement duration). The animation check used
isEntityMoving() which stays true through dead reckoning, causing
creatures to "run in place" after reaching their destination.
Add isActivelyMoving() which is true only during the active
interpolation phase (moveElapsed < moveDuration), and use it for
animation state transitions. Dead reckoning still works for position
extrapolation — only the animation now correctly stops at arrival.
Change WotLK MonsterMove pointCount > 1000 from cap-to-1000 to return
false. Capping caused the parser to read only 1000 of N points, leaving
the remaining point data unread and misaligning subsequent reads.
Also correct misleading loot response comment: Classic/TBC DO include
randomSuffix and randomPropertyId (22 bytes/item, same as WotLK). The
only WotLK difference is the quest item list appended after regular
items.
Check remaining packet data before reading update type, GUIDs, object
type, and block count in parseUpdateBlock and parseUpdateFields. Prevents
silent garbage reads when the parser reaches the end of a truncated or
misaligned packet.
Complete the parser hardening across all expansions. Check remaining
bytes before every conditional read in the WotLK base
UpdateObjectParser::parseMovementBlock: LIVING entry (66-byte minimum),
transport, pitch, fall time, jumping, spline elevation, speeds,
POSITION, STATIONARY, and all tail flags (HAS_TARGET, TRANSPORT,
VEHICLE, ROTATION, LOWGUID, HIGHGUID). Prevents silent garbage reads
when Packet::readUInt8/readFloat return 0 past EOF.
Same hardening as the Classic and Turtle parsers: check remaining bytes
before every conditional read in TbcPacketParsers::parseMovementBlock.
Change spline pointCount > 256 to return false instead of capping to
zero (which silently consumed wrong bytes for the endPoint).
Replace processAllReadyTiles() with bounded processReadyTiles() in the
same-map teleport and reconnect paths. processAllReadyTiles finalizes
every pending tile synchronously with a GPU sync wait, which caused
8+ second main-thread stalls when many tiles were queued. The bounded
version processes 1-4 tiles per call with async GPU upload — remaining
tiles finalize incrementally over subsequent frames.
Mirror the Turtle parser hardening: check remaining bytes before every
conditional read in ClassicPacketParsers::parseMovementBlock. Prevents
silent garbage reads (readUInt8 returns 0 past EOF) that corrupt
subsequent update fields and lose NPC data in multi-block packets.
The Turtle parseMovementBlock had no bounds checking on any reads.
Since Packet::readUInt8() returns 0 past the end without failing, the
parser could "succeed" with all-zero garbage data, then subsequent
parseUpdateFields would read from wrong positions, producing
"truncated field value" and "truncated update mask" errors.
Added bounds checks before every conditional read section (transport,
swimming pitch, fall time, jumping, spline elevation, speeds, spline
data, tail flags). Also removed the WotLK movement block fallback from
the Turtle parser chain — WotLK format is fundamentally incompatible
(uint16 flags, 9 speeds) and false-positive parses corrupt NPC data.
Also changed spline pointCount > 256 from cap-to-zero to return false
so the parser correctly fails instead of silently dropping waypoints.
The spline parser assumed WotLK format (durationMod, durationModNext,
conditional PARABOLIC fields) for all expansions. Classic/Turtle has a
simpler layout: timePassed+duration+splineId+pointCount directly.
Reading WotLK-specific fields from Classic data consumed wrong bytes,
causing pointCount to read garbage and the entire update block to fail
— losing dozens of NPC spawns in multi-block packets.
Now tries Classic format first (pointCount at offset 12), then WotLK
(offset 20+), then compact fallback. Also fixes WotLK SMSG_SPELL_GO
hit/miss targets to use full uint64 GUIDs instead of PackedGuid, which
was the root cause of garbage missCount values (46, 64, 241).
The legacy UPDATE_OBJECT spline path was reading verticalAccel (float)
and effectStartTime (uint32) unconditionally, but these 8 bytes are
only present when SPLINEFLAG_PARABOLIC (0x00000800) is set. Without
the flag, the extra reads shifted the stream by 8 bytes, causing
pointCount to read garbage (e.g. 3323328650) and failing the entire
update block parse.
Models that lose all instances are no longer immediately evicted from
GPU memory. Instead they get a 60-second grace period, preventing the
thrash cycle where GO models (barrels, chests, herbs) were evicted
every 5 seconds and re-loaded when the same object type respawned.
When SMSG_SPELL_GO reads a suspiciously high missCount (>20), log
the surrounding packet bytes, castFlags, and position for debugging
the persistent offset error causing garbage miss counts (46, 48, 241).
Servers may reject CMSG_GAMEOBJ_USE or cancel the resulting pickup
spell cast if movement flags are still active. Now sends MSG_MOVE_STOP
to clear directional movement before the interaction packet. Also adds
diagnostic logging for GO interactions to help trace collection issues.
Quest dialogs were showing literal "$C" instead of the player's class
name. Added support for $c/$C (class) and $r/$R (race) placeholders
in both game_screen and quest_log_screen substitution functions.