CMSG_BUY_ITEM was missing the trailing uint8 bag field, causing the
server to silently drop undersized packets. Add handlers for
SMSG_QUESTGIVER_REQUEST_ITEMS and SMSG_QUESTGIVER_OFFER_REWARD with
UI windows for quest completion and reward selection.
Parse SMSG_QUESTGIVER_STATUS and SMSG_QUESTGIVER_STATUS_MULTIPLE packets to track per-NPC quest status, render yellow/gray ! and ? markers in 3D world space above NPC heads with distance-based scaling, and show corresponding dots on the minimap.
Allow picking up consumables from inventory and dropping them onto action bar
slots. Items display their icon or name, can be used via click or hotkey
(1-0,-,=), and cleared with right-click. Adds useItemById to find and use
items from backpack by item ID.
Enrich online inventory from local DB when server data is incomplete, add
resolveOnlineItemGuid fallback for sell/equip/use, use async enqueueTile for
initial terrain load, improve walk/run animation fallbacks, clear target on
loot close, and broaden equipability detection to include armor/subclass.
- Death screen with "Release Spirit" button sends CMSG_REPOP_REQUEST
- Detect player death/resurrection via health updates (VALUES and CREATE)
- Faction hostility map now built per-character race instead of hardcoded Human
- CharSections.dbc texture lookup enabled for all races (was Human-only)
- Fallback texture paths use race folder names instead of hardcoded Human
- Player name in unit frame is clickable for self-targeting
Reset NPC animation to idle when health goes from 0 to >0 (respawn), prevent
dead NPCs from being moved by server movement packets. Fix faction hostility
to check factionGroup Monster bit and individual enemy arrays, not just
enemyGroup. Add level-based mob coloring: grey (no XP), green (easy), yellow
(even), orange (hard), red (very hard) for target frame and selection circle.
Smooth idle camera orbit without jump at loop boundary, click empty space to
deselect target, auto-target when attacked, fix critter hostility so neutral
factions aren't flagged red, add armor/stats to item templates, fix loot
iterator invalidation, show item template names as fallback, position drop
confirmation at cursor, remove [SYSTEM] chat prefix, show NPC names in monster
say/yell, and prevent auto-login on character select screen.
Enhanced the C-key character screen with a 3-column layout featuring a 3D
character model preview (with drag-to-rotate), item icons loaded from BLP
textures via ItemDisplayInfo.dbc, and a stats panel showing base + equipment
bonuses. Fixed selection circle clipping under terrain by adding a Z offset,
and corrected faction hostility logic that was wrongly marking hostile mobs
as friendly.
Split inventory into bags-only (B key) and character screen (C key). Vendor window
auto-opens bags with sell prices on hover and right-click to sell. Add camera intro
pan on all login/spawn/teleport/hearthstone events and idle orbit after 2 minutes.
Add quest log UI, SMSG_MONSTER_MOVE handling, deferred creature spawn queue, and
creature fade-in/movement interpolation for online mode.
Parse SMSG_QUESTGIVER_QUEST_DETAILS and show quest text with Accept/
Decline buttons. Vendor window now shows item names with quality colors,
stat tooltips on hover, player money, and closes properly via X button.
Suppress left/right-click targeting and interaction when the other mouse
button is held (both-button run forward).
Fix CMSG_GOSSIP_SELECT_OPTION missing menuId field (was causing
ByteBufferException). Add 12 quest opcodes and clickable quest items in
gossip dialog. NPC attack/death animation callbacks now work for both
single-player and server-spawned creatures, and SMSG_ATTACKERSTATEUPDATE
triggers NPC swing animations.
Disable depth testing for additive/mod blend mode batches so glow quads
render as proper light halos instead of visible transparent discs. Add
NPC swing callback to play attack animation (anim 16) when NPCs melee
in single-player combat.
Fix movement packets to include packed player GUID prefix so the server
tracks position. Fix inventory money display being clipped by child panels.
Add Back and Delete Character buttons to character selection screen with
two-step delete confirmation.
Right-click now attacks hostile NPCs (npcFlags==0) and interacts with
friendly ones in online mode. Parse UNIT_FIELD_FLAGS (59) and
UNIT_NPC_FLAGS (82) from update packets. Stop auto-attack when target
dies or despawns. Add CMSG_ITEM_QUERY_SINGLE/SMSG_ITEM_QUERY_SINGLE_RESPONSE
to populate inventory from server item objects and player slot fields.
- Fix encryption desync by tracking decrypted header bytes in world socket
- Fix UPDATE_OBJECT movement block parsing to handle 3.3.5a update flags
- Fix UNIT_FIELD_DISPLAYID index (67, not 71)
- Add creature spawn/despawn callbacks with DBC-based model loading
- Add SMSG_COMPRESSED_UPDATE_OBJECT opcode support
Add world entry callback that triggers terrain loading when receiving
SMSG_LOGIN_VERIFY_WORLD. Fix coordinate conversion by applying
serverToCanonical() to properly swap X/Y axes from server format.
- Remove complex ramp/edge filtering that was skipping building walls
- Simpler wall detection: any vertical geometry above step height
- Add intro camera pan on game start
The charCreateCallback was firing synchronously during ImGui render,
causing a state transition before the create screen's ImGui::End() was
called. Defer the callback to GameHandler::update() and ensure update()
runs during CHARACTER_CREATION and CHARACTER_SELECTION states.
Implements a full character creation UI integrated into the existing flow.
In single-player mode, auth screen now goes to character creation before
entering the world. In online mode, a "Create Character" button on the
character selection screen sends CMSG_CHAR_CREATE to the server. Includes
WoW 3.3.5a race/class combo validation and appearance range limits.
- Loading screen stays visible until all terrain tiles finish streaming;
character spawns only after terrain is loaded and Z-snapped to ground
- Reduce tree trunk collision bounds (5% of canopy, capped at 5.0) and
make all small/medium trees, bushes, lily pads, and foliage walkthrough
- Add jump input buffering (150ms) and coyote time (100ms) for responsive jumps
- Fix fence orientation by adding +180° heading rotation
- Increase terrain load radius from 1 to 2 (5x5 tile grid)
- Add hearthstone callback for single-player camera reset
- Add spellbook screen (P key) with Spell.dbc name lookup and action bar assignment
- Default Attack and Hearthstone spells available in single player
- Fix WMO floor clipping (gryphon roost) by tightening ceiling rejection threshold
- Darken ocean water, increase wave motion and opacity
- Add M2 model distance fade-in to prevent pop-in
- Reposition chat window, add slash/enter key focus
- Remove debug key commands (keep only F1 perf HUD, N minimap)
- Performance: return chat history by const ref, use deque for O(1) pop_front