Character was facing stage-left (yaw 180) instead of toward camera;
corrected default yaw to 90. Added MSAA support to VkRenderTarget with
automatic resolve attachment, and enabled 4x MSAA for the character
preview off-screen pass.
- normalize humanoid NPC clothing geosets at spawn time to avoid conflicting overlays\n- force pants-first selection for group 13 to prevent robe/kilt meshes on trouser NPCs\n- hide cloak groups for NPCs unless a renderable cape texture can actually be resolved\n- avoid falling back to missing equipment texture paths during region compositing\n- stop model-scope type-2 cape texture writes that could leak cape/white textures across shared model IDs\n- add group texture override usage in character renderer draw path\n- update character preview equipment application to reuse preview applyEquipment path\n- keep hand-only keybone fallback for attachments to prevent helmet/anchor misbinds
Corrected CharGeosets group assignments verified via vertex bounding boxes:
- Group 4 (401+) = gloves/forearms, Group 5 (501+) = boots/shins,
Group 8 (801+) = sleeves (chest-controlled), Group 9 = kneepads,
Group 13 (1301+) = pants/trousers, Group 20 (2002) = bare feet
- Changed bare shin default from 501 to 502 for better width match
with thigh mesh (0.39 vs 0.32, thighs are 0.42)
- Added clearCompositeCache() to prevent stale composite textures
from being reused across equipment changes
- Fixed character preview geoset defaults to match corrected mapping
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.
- 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)
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.
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
Nonbinary characters can now choose between masculine and feminine body types in character creation, with real-time preview updates and full appearance customization. Body type preference is saved to character config and persists across sessions. Also reduces character preview drag-to-rotate sensitivity from 0.5 to 0.2 for better control.
- Add texture-sorted batch merging with glMultiDrawElements to reduce draw calls
- Pre-compute merged batches at load time instead of per-frame
- Add persistent floor height cache with disk save/load (cache/wmo_floor_cache.bin)
- Reduce collision focus radius and sweep steps for faster collision checks
- Add floor cache size to performance HUD
- Reduce WMO group distance culling to 80 units
For Section 0 (body skin) and Section 4 (underwear), the skin color is
stored in colorIndex with variation=0, not the other way around. This
fixes the preview showing no texture for skin colors other than 0.
Render an animated M2 character model in the creation screen using a
dedicated CharacterRenderer with an offscreen FBO. Preview updates on
race/gender/appearance changes, supports mouse-drag rotation, and
composites skin, face, hair scalp, and underwear textures from
CharSections.dbc. Extracts getPlayerModelPath() to a shared free
function in game/character.