Stormwind players stand on WMO floors ~95m above terrain. The previous
check only tested if terrain existed at the spawn XY (it did — far below).
Now checks WMO floor first, then terrain, requiring the ground to be within
15 units of spawn Z. Falls back to tile count after 10s.
Also adds diagnostic logging for useItemBySlot (hearthstone debug).
Stormwind players stand on WMO floors, not terrain. The terrain-only
check passed immediately (terrain exists below the city) but the WMO
floor hadn't loaded yet, so the player fell through.
Now checks three ground sources in order:
1. Terrain height at spawn point
2. WMO floor height at spawn point (for cities/buildings)
3. After 8s, accepts if 4+ terrain tiles are loaded (fallback)
Won't exit warmup until at least one ground source returns valid height,
or the 25s hard cap is reached.
The terrain readiness check was using getCharacterPosition() which is
(0,0,0) during warmup — always returned a valid height and exited
immediately, causing the player to spawn before terrain loaded.
Now uses the server-provided spawn coordinates (x,y,z from world entry)
converted to render coords for the terrain query. Also logs when terrain
isn't ready after 5 seconds to show warmup progress.
Player spawn callbacks and equipment re-emit chain confirmed working.
Added terrain readiness check to the warmup exit condition: the loading
screen won't drop until getHeightAt(playerPos) returns a valid height,
ensuring the ground exists under the player's feet before spawning.
Also increased warmup hard cap from 15s to 25s to give terrain more time
to load in cities like Stormwind with dense WMO/M2 assets.
Equipment re-emit chain confirmed working: items resolve 3-4 seconds
after spawn and equipment is re-applied with valid displayIds.
NPC and other-player melee swing callback was hardcoded to animation 16
(unarmed attack). Now tries 17 (1H weapon), 18 (2H weapon) first with
hasAnimation() check, falling back to 16 if neither exists on the model.
Inspect: CMSG_INSPECT was writing full uint64 GUID instead of packed GUID.
Server silently rejected the malformed packet. Fixed both InspectPacket and
QueryInspectAchievementsPacket to use writePackedGuid().
Follow: was a no-op (only stored GUID). Added client-side auto-follow system:
camera controller walks toward followed entity, faces target, cancels on
WASD/mouse input, stops within 3 units, cancels at 40+ units distance.
Party commands:
- /lootmethod (ffa/roundrobin/master/group/nbg) sends CMSG_LOOT_METHOD
- /lootthreshold (0-5 or quality name) sets minimum loot quality
- /raidconvert converts party to raid (leader only)
Equipment diagnostic logging still active for debugging naked players.
Shoulder pieces are M2 model attachments (like helmets), not body geosets.
Load left shoulder at attachment point 5, right shoulder at point 6.
Models resolved from ItemDisplayInfo.dbc LeftModel/RightModel fields,
with race/gender suffix variants tried first. Applied to both online
player and NPC equipment paths.
Other players previously appeared partially naked — only chest, legs, feet,
hands, cape, and tabard rendered. Now renders full equipment:
- Helmet M2 model: loads from ItemDisplayInfo.dbc with race/gender suffix,
attaches at head bone (point 0/11), hides hair geoset under helm
- Weapons: mainhand (attachment 1) and offhand (attachment 2) M2 models
loaded from ItemDisplayInfo, with Weapon/Shield path fallback
- Wrist/bracer geoset (group 8): applies when no chest sleeve overrides
- Belt/waist geoset (group 18): reads GeosetGroup1 from ItemDisplayInfo
- Shoulder M2 attachments deferred (separate bone attachment system)
Also applied same wrist/waist geosets to NPC and character preview paths.
Minimap: batch 9 individual vkUpdateDescriptorSets into single call.
Mail: change money/COD fields from uint32 to uint64 in CMSG_SEND_MAIL and
SMSG_MAIL_LIST_RESULT for WotLK 3.3.5a. Classic keeps uint32 on the wire.
Fixes money truncation and packet misalignment causing mail failures.
Other-player capes: add cape texture loading to setOnlinePlayerEquipment().
The cape geoset was enabled but no texture was loaded, leaving capes blank.
Now mirrors the local-player path: looks up ItemDisplayInfo.dbc, finds cape
texture candidates, applies via setGroupTextureOverride/setTextureSlotOverride.
Zone toasts: suppress duplicate zone toast when the zone text overlay is
already showing the same zone name. Fixes double "Entering: Stormwind City".
Network: enable TCP_NODELAY on both auth and world sockets after connect(),
disabling Nagle's algorithm to eliminate up to 200ms buffering delay on
small packets (movement, spell casts, chat).
Rendering: track material and bone descriptor sets in M2 renderer to skip
redundant vkCmdBindDescriptorSets calls between batches sharing same textures.
- Replace count()+operator[] double lookups with find() or try_emplace()
in gameObjectInstances_, playerTextureSlotsByModelId_, onlinePlayerAppearance_
- Add Entity::isUnit() helper; replace 5 dynamic_cast<Unit*> in per-frame
UI rendering (nameplates, combat text, pet frame) with isUnit()+static_cast
- Add constexpr kInv255 reciprocal for per-pixel normal map generation loops
in character_renderer and wmo_renderer
Squared distance optimizations across 30 files:
- Convert glm::length() comparisons to glm::dot() (no sqrt)
- Use glm::inversesqrt() for check-then-normalize patterns (1 rsqrt vs 2 sqrt)
- Defer sqrt to after early-out checks in collision/movement code
- Hottest paths: camera_controller (21), weather particles, WMO collision,
transport movement, creature interpolation, nameplate culling
Container and algorithm improvements:
- std::map<string> → std::unordered_map for asset/DBC/MPQ/warden caches
- std::mutex → std::shared_mutex for asset_manager and mpq_manager caches
- std::sort → std::partial_sort in lighting_manager (top-2 of N volumes)
- Double-lookup find()+operator[] → insert_or_assign in game_handler
- Add reserve() for per-frame vectors: weather, swim_effects, WMO/M2 collision
Threading and synchronization:
- Replace 1ms busy-wait polling with condition_variable in character_renderer
- Move timestamp capture before mutex in logger
- Use memory_order_acquire/release for normal map completion signaling
API additions:
- DBC getStringView()/getStringViewByOffset() for zero-copy string access
- Parse creature display IDs from SMSG_CREATURE_QUERY_SINGLE_RESPONSE
Wrap string-to-number conversions in try-catch where input comes from
external sources (realm address port, last_world.cfg, keybinding config,
ADT tile filenames) to prevent crashes on malformed data.
Extract shared M2+skin loading logic into Application::loadWeaponM2(),
replacing duplicate 15-line blocks in loadEquippedWeapons() and
tryAttachCreatureVirtualWeapons(). Future weapon loading changes only
need to update one place.
Add vkDeviceWaitIdle after world loading completes to ensure all async
texture uploads and resource creation are fully flushed before the
first render frame. Mitigates intermittent NVIDIA driver crashes at
vkCmdBeginRenderPass during initial world entry.
Add mapDisplayName() with friendly names for continents: "Eastern
Kingdoms", "Kalimdor", "Outland", "Northrend". The loading screen
previously showed WDT directory names like "Expansion01" when
Map.dbc's localized name field was empty or matched the internal name.
Entity positions are in canonical WoW coords (X=north, Y=west) but the
audio listener uses render coords (X=west, Y=north) from the camera.
Without conversion, distance attenuation was computed on swapped axes,
making NPC ambient sounds (peasant voices, etc.) play at wrong volumes
regardless of actual distance.
Log GPU name and vendor ID during VkContext initialization for easier
debugging of GPU-specific issues (FSR3, driver compat, etc.). Add
isAmdGpu()/isNvidiaGpu() accessors.
Temporarily log SMSG_PLAY_SOUND and SMSG_PLAY_OBJECT_SOUND at WARN
level (sound ID, name, file path) to diagnose unidentified ambient
NPC sounds reported by the user.
Homebrew's vulkan-loader hides portability ICDs (like MoltenVK) from
pre-instance extension enumeration by default, causing SDL2 to fail
with "doesn't implement VK_KHR_surface". Set VK_LOADER_ENABLE_PORTABILITY_DRIVERS
before loading the Vulkan library so the loader includes MoltenVK and
its surface extensions.
CharSections.dbc has different field layouts between stock WotLK (textures
at field 4-6) and Classic/TBC/Turtle/HD-textured WotLK (VariationIndex at
field 4). Add detectCharSectionsFields() that probes field-4 values at
runtime to determine the correct layout, so both stock and modded clients
work without JSON changes.
Also add BLOODELF_MALE/FEMALE and DRAENEI_MALE/FEMALE voice types to the
NPC voice system — previously all Blood Elf and Draenei NPCs fell through
to GENERIC (random dwarf/gnome/night elf/orc mix).
DISPLAY_SIZE_CHANGED fires when the window is resized via
SDL_WINDOWEVENT_RESIZED, allowing UI addons to adapt their layout
to the new screen dimensions (5 FrameXML registrations).
UNIT_QUEST_LOG_CHANGED("player") fires alongside QUEST_LOG_UPDATE
at all 6 quest log modification points, for addons that register
for this variant instead (4 FrameXML registrations).
PR #19 (572bb4ef) swapped CharSections.dbc field indices, placing
Texture1-3 at fields 4-6 and VariationIndex/ColorIndex at 8-9. Binary
analysis of the actual DBC files (Classic, TBC, Turtle — all identical
layout, no WotLK-specific override) confirms the correct order is:
Field 4 = VariationIndex
Field 5 = ColorIndex
Field 6 = Texture1 (string)
Field 7 = Texture2 (string)
Field 8 = Texture3 (string)
Field 9 = Flags
With the wrong indices, VariationIndex/ColorIndex reads returned string
offsets (garbage values that never matched), so all CharSections lookups
failed silently — producing white untextured character models at the
login screen and in-world.
Fixes all 4 expansion JSON layouts, hardcoded fallbacks in
character_preview.cpp, application.cpp, and character_create_screen.cpp.
Also handles the single-layer edge case (body skin only, no face/underwear)
by loading the texture directly instead of skipping compositing.
Change the bare shin (no boots) default from geoset 502 to 503 across
all four code paths (character creation, character preview, equipment
update, NPC rendering).
Geoset 503 has Y width ~0.44 which better matches the thigh mesh
width (~0.42) than 502's width (~0.39), reducing the visible gap at
the knee joint where lower and upper leg meshes meet.
Previously Lua addon errors only logged to the log file. Now they
display as red UI error text to the player (same as spell errors and
game warnings), helping addon developers debug issues in real-time.
Add LuaErrorCallback to LuaEngine, fire it from event handler and
frame OnEvent pcall error paths. Wire the callback to GameHandler's
addUIError in application.cpp.
Fire ACHIEVEMENT_EARNED event when a player earns an achievement,
enabling achievement tracking addons.
Add 15 previously unmapped chat type → addon event mappings:
- CHAT_MSG_ACHIEVEMENT, CHAT_MSG_GUILD_ACHIEVEMENT
- CHAT_MSG_WHISPER_INFORM (echo of sent whispers)
- CHAT_MSG_RAID_LEADER, CHAT_MSG_BATTLEGROUND_LEADER
- CHAT_MSG_MONSTER_SAY/YELL/EMOTE/WHISPER
- CHAT_MSG_RAID_BOSS_EMOTE/WHISPER
- CHAT_MSG_BG_SYSTEM_NEUTRAL/ALLIANCE/HORDE
These events are needed by boss mod addons (DBM, BigWigs) to detect
boss emotes, by achievement trackers, and by chat filter addons that
process all message types.
Extend SpellDataInfo with manaCost and powerType fields, extracted from
Spell.dbc ManaCost and PowerType columns. This enables IsUsableSpell()
to properly check if the player has enough mana/rage/energy to cast.
Previously IsUsableSpell always returned notEnoughMana=false since cost
data wasn't available. Now it compares the spell's DBC mana cost against
the player's current power, returning accurate usability and mana state.
This fixes action bar addons showing abilities as usable when the player
lacks sufficient power, and enables OmniCC-style cooldown text to
properly dim insufficient-power abilities.
Add SpellDataResolver that lazily loads Spell.dbc, SpellCastTimes.dbc,
and SpellRange.dbc to provide cast time and range data. GetSpellInfo()
now returns real castTime (ms), minRange, and maxRange instead of
hardcoded 0 values.
This enables spell tooltip addons, cast bar addons (Quartz), and range
check addons to display accurate spell information. The DBC chain is:
Spell.dbc[CastingTimeIndex] → SpellCastTimes.dbc[Base ms]
Spell.dbc[RangeIndex] → SpellRange.dbc[MinRange, MaxRange]
Follows the same lazy-loading pattern as SpellIconPathResolver and
ItemIconPathResolver.
Add ItemIconPathResolver that lazily loads ItemDisplayInfo.dbc to map
displayInfoId → icon texture path. This fixes three Lua API functions
that previously returned nil for item icons:
- GetItemInfo() field 10 (texture) now returns the icon path
- GetActionTexture() for item-type action bar slots now returns icons
- GetLootSlotInfo() field 1 (texture) now returns proper item icons
instead of incorrectly using the spell icon resolver
Follows the same lazy-loading pattern as SpellIconPathResolver. The DBC
is loaded once on first query and cached for all subsequent lookups.
Implement the SavedVariablesPerCharacter TOC directive that many addons
use to store different settings per character (Bartender, Dominos,
MoveAnything, WeakAuras, etc.). Without this, all characters share the
same addon data file.
Per-character files are stored as <AddonName>.<CharacterName>.lua.saved
alongside the existing account-wide <AddonName>.lua.saved files. The
character name is resolved from the player GUID at world entry time.
Changes:
- TocFile::getSavedVariablesPerCharacter() parses the TOC directive
- AddonManager loads/saves per-character vars alongside account-wide vars
- Character name set from game handler before addon loading
Load ItemRandomProperties.dbc and ItemRandomSuffix.dbc lazily to resolve
suffix names like "of the Eagle", "of the Monkey" etc. Add
getRandomPropertyName(id) callback on GameHandler wired through Application.
Append suffix to item names in SMSG_ITEM_PUSH_RESULT loot notifications
so items display as "Leggings of the Eagle" instead of just "Leggings".
Cap gossipPois_ at 200 entries (both gossip POI and quest POI paths) to
prevent unbounded memory growth from rapid gossip/quest queries. Add soft
240 FPS frame rate limiter when vsync is off to prevent 100% CPU usage —
sleeps for remaining frame budget when frame completes in under 4ms.
Add setZoneName() to LoadingScreen and display the map name from Map.dbc
as large gold text with drop shadow above the progress bar. Shown in both
render() and renderOverlay() paths. Zone name is resolved from gameHandler's
getMapName(mapId) during world load. Improves feedback during zone transitions.
NPC character models used wrong geoset groups: gloves were group 3 (300s)
instead of group 4 (400s), boots were group 4 (400s) instead of group 5
(500s), matching the character preview code. Also remove spurious "torso"
geoset from group 5 (conflicted with boots) — chest armor controls only
group 8 (sleeves), not a separate torso visibility group. Fixes NPC
equipment rendering with incorrect body part meshes.
Fire ZONE_CHANGED_NEW_AREA and ZONE_CHANGED when worldStateZoneId changes
in SMSG_INIT_WORLD_STATES. Add VARIABLES_LOADED and PLAYER_LOGIN events in
the addon loading sequence (before PLAYER_ENTERING_WORLD), and fire
PLAYER_ENTERING_WORLD on subsequent world entries (teleport, instance).
Enables zone-aware addons like DBM and quest trackers.
Addons can now persist data across sessions using the standard WoW
SavedVariables pattern:
1. Declare in .toc: ## SavedVariables: MyAddonDB
2. Use the global in Lua: MyAddonDB = MyAddonDB or {default = true}
3. Data is automatically saved on logout and restored on next login
Implementation:
- TocFile::getSavedVariables() parses comma-separated variable names
- LuaEngine::loadSavedVariables() executes saved .lua file to restore globals
- LuaEngine::saveSavedVariables() serializes Lua tables/values to valid Lua
- Serializer handles tables (nested), strings, numbers, booleans, nil
- Save triggered on PLAYER_LEAVING_WORLD and AddonManager::shutdown()
- Files stored as <AddonDir>/<AddonName>.lua.saved
Updated HelloWorld addon to track login count across sessions.
Frames can now set an OnUpdate script that fires every frame with
the elapsed time as an argument. This enables addon timers, polling,
and animations.
local f = CreateFrame("Frame")
f:SetScript("OnUpdate", function(self, elapsed)
-- called every frame with deltaTime
end)
OnUpdate only fires for visible frames (frame:Hide() pauses it).
Tracked in __WoweeOnUpdateFrames table, dispatched via
LuaEngine::dispatchOnUpdate() called from the Application main loop.
Add a generic AddonEventCallback to GameHandler for firing named events
with string arguments directly from game logic. Wire it to the addon
system in Application.
New events fired:
- PLAYER_TARGET_CHANGED — when target is set or cleared
- PLAYER_LEVEL_UP(newLevel) — on level up
The generic callback pattern makes it easy to add more events from
game_handler.cpp without touching Application/AddonManager code.
Total addon events: 16 (2 world + 12 chat + 2 gameplay).
Wire chat messages to the addon event system via AddonChatCallback.
Every chat message now fires the corresponding WoW event:
- CHAT_MSG_SAY, CHAT_MSG_YELL, CHAT_MSG_WHISPER
- CHAT_MSG_PARTY, CHAT_MSG_GUILD, CHAT_MSG_OFFICER
- CHAT_MSG_RAID, CHAT_MSG_RAID_WARNING, CHAT_MSG_BATTLEGROUND
- CHAT_MSG_SYSTEM, CHAT_MSG_CHANNEL, CHAT_MSG_EMOTE
Event handlers receive (eventName, message, senderName) arguments.
Addons can now filter, react to, or log chat messages in real-time.
Implement the WoW-compatible event system that lets addons react to
gameplay events in real-time:
- RegisterEvent(eventName, handler) — register a Lua function for an event
- UnregisterEvent(eventName, handler) — remove a handler
- fireEvent() dispatches events to all registered handlers with args
Currently fired events:
- PLAYER_ENTERING_WORLD — after addons load and world entry completes
- PLAYER_LEAVING_WORLD — before logout/disconnect
Events are stored in a __WoweeEvents Lua table, dispatched via
LuaEngine::fireEvent() which is called from AddonManager::fireEvent().
Error handling logs Lua errors without crashing.
Updated HelloWorld addon to use RegisterEvent for world entry/exit.
Foundation for WoW-compatible addon support:
- Vendor Lua 5.1.5 source as a static library (extern/lua-5.1.5)
- TocParser: parses .toc files (## directives + file lists)
- LuaEngine: Lua 5.1 VM with sandboxed stdlib (no io/os/debug),
WoW-compatible print() that outputs to chat, GetTime() stub
- AddonManager: scans Data/interface/AddOns/ for .toc files,
loads .lua files on world entry, skips LoadOnDemand addons
- /run <code> slash command for inline Lua execution
- HelloWorld test addon that prints to chat on load
Integration: AddonManager initialized after asset manager, addons
loaded once on first world entry, reset on logout. XML frame
parsing is deferred to a future step.
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.
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.
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.