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
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.
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.
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
- 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.
- Parse bundled sub-packets from SMSG_MULTIPLE_PACKETS using the WotLK
standard wire format (uint16_be size + uint16_le opcode + payload),
dispatching each through handlePacket() instead of silently discarding.
Rate-limited warning for malformed sub-packet overruns.
- Remove unused cullRadiusSq variable in TerrainRenderer::renderShadow()
that produced a -Wunused-variable warning.
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.
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.
Add AmbientSoundManager::setZoneId() that maps WoW zone IDs to the
appropriate ZoneType (forest/grasslands/desert/jungle/marsh/beach) or
CityType (Stormwind/Ironforge/Darnassus/Orgrimmar/Undercity/ThunderBluff)
and delegates to setZoneType/setCityType. Call it from the renderer's
zone transition handler so zone ambience (looping sounds, city bells,
etc.) actually activates when the player enters a zone.
In online mode, SMSG_INIT_WORLD_STATES delivers the server-authoritative
zone ID when entering a new area. Prefer this over the tile-based fallback
so music transitions are accurate for small zones (city districts, caves,
dungeon entrances) that don't align with 533-unit tile boundaries.
Call enrichFromDBC() again when loadOnlineWorld() sets cachedAssetManager,
so enrichment is guaranteed even when the asset manager was null at renderer
construction. enrichFromDBC() is idempotent (skips duplicate paths).
These were declared to handle per-vertex WMO liquid height variation but
never actually used below — the surface is built with a flat adjustedZ
height throughout. Remove to eliminate -Wunused-variable warnings.
texture.hpp / texture.cpp implemented an unfinished OpenGL texture loader
(loadFromFile was a TODO stub) that had no callers — the project's texture
loading is entirely handled by VkTexture (vk_texture.hpp/cpp) after the
Vulkan migration. Remove both files and their CMakeLists entries.
Add ZoneManager::enrichFromDBC() which walks AreaTable.dbc (field 8 = ZoneMusicId)
→ ZoneMusic.dbc (fields 6/7 = day/night SoundEntryIds) → SoundEntries.dbc
(fields 3-12 = files, field 23 = DirectoryBase) and appends MPQ music paths for
all zones in the DBC, covering ~2300+ areas vs the previous ~15 hardcoded entries.
Existing hardcoded paths are preserved as the primary pool; DBC paths are added
only if not already present. Called from Renderer::init() after initialize().
- AmdFsr3Runtime now probes both the legacy ffxFsr3* API and the newer
generic ffxCreateContext/ffxDispatch API; selects whichever the loaded
runtime library exports (GenericApi takes priority fallback)
- Generic API path implements full upscale + frame-generation context
creation, configure, dispatch, and destroy lifecycle
- dlopen error captured and surfaced in lastError_ on Linux so runtime
initialization failures are actionable
- FSR3 runtime init failure log now includes path kind, error string,
and loaded library path for easier debugging
- tools/generate_ffx_sdk_vk_permutations.sh added: auto-bootstraps
missing VK permutation headers; DXC auto-downloaded on Linux/Windows
MSYS2; macOS reads from PATH (CI installs via brew dxc)
- CMakeLists: add upscalers/include to probe include dirs, invoke
permutation script before SDK build, scope FFX pragma/ODR warning
suppressions to affected TUs, add runtime-copy dependency on wowee
- UI labels updated from "FSR2" → "FSR3" in settings, tuning panel,
performance HUD, and combo boxes
- CI macOS job now installs dxc via Homebrew for permutation codegen