- mpq and locale finding is now case insensitive
- improve extraction order and support more patches
- unified much of the mpq logic for all expansions
- return a list of ordered paths for loading
Drop PROT_EXEC from warden module mmap when using Unicorn emulation
(not needed — module image is copied into emulator address space). Use
MAP_JIT on macOS for the native fallback path.
Add --listfile option to asset_extract and SFileAddListFileEntries
support for resolving unnamed MPQ hash table entries from external
listfiles.
- Enable alpha-to-coverage on alphaTestPipeline for smooth hair edges
when MSAA is active (both init and recreatePipelines paths)
- Shader uses fwidth()-based alpha rescaling for clean coverage
- Skip group 17/18 geosets (DK/NE eye glow) when no geoset filter is
set — prevents blue eye glow on all NPCs
- Add missing <libgen.h> include for dirname() on Linux
Whisper sender name may not be in the player name cache when the packet
arrives. Store the sender GUID and lazily resolve the name from the
cache in getLastWhisperSender(). Also backfill lastWhisperSender_ when
the SMSG_NAME_QUERY_RESPONSE arrives.
- alphaTestPipeline_ uses blendDisabled() so surviving pixels are fully
opaque (was blendAlpha, causing hair to blend with background)
- Remove alphaCutout from alphaTest condition — opaque materials like
capes no longer alpha-test just because their texture has an alpha
channel
- Two-pass batch rendering: opaque (blendMode 0) draws first to
establish depth, then alpha-key/blend draws on top
Bone SSBO buffers were allocated for MAX_BONES (240) entries but only
the first numBones were written. Uninitialized GPU memory in the
remaining slots caused vertex spikes when any bone index exceeded the
model's actual bone count.
Also send MSG_MOVE_STOP before spell casts so the server doesn't reject
cast-time spells (e.g. hearthstone) with "can't do that while moving".
Global sequence bones (hair, cape, physics) need time values spanning
their full duration (up to ~968733ms), but animationTime wraps at the
current animation's sequence duration (~2000ms for walk). This caused
vertex spikes projecting from fingers/neck/ponytail as bones got stuck
in the first ~2s of their loop. Add a separate globalSequenceTime
accumulator that is not wrapped at the animation duration.
buildDefaultPlayerGeosets() was inserting all submeshIds 0-99 into
activeGeosets, showing every hair variation simultaneously. Now uses
the hairGeosetMap_ (from CharHairGeosets.dbc) to select only the
correct hair scalp geoset for the player's race/sex/style, matching
the existing NPC geoset filtering logic in EntitySpawner.
Hair, cape, and other physics bones use global sequences (continuously
looping timers independent of the character's current animation). The
character renderer was ignoring globalSequence entirely, causing these
bones to fall back to identity transforms and produce deformed/spiked
hair geometry. Added resolveTrackTime() to wrap global sequence time
correctly, matching the M2 renderer's existing behavior.
M2 vertex bone indices are indices into boneLookupTable, not direct bone
array indices. Without remapping, vertices weighted to higher bone
indices (cloak, cape, hair) get the wrong bone transform, causing
vertices to project wildly outward from the character.
Wait on in-flight upload batch fences at the start of each frame and
insert a memory barrier (transfer→fragment shader) so the graphics
queue sees completed layout transitions from the transfer queue.
Fixes VK_IMAGE_LAYOUT_UNDEFINED validation errors for freshly loaded
textures.
Revert static JSON layout changes (15-22 back to 14-21) since WotLK
loads the Classic 23-field DBC. Add getItemDisplayInfoTextureFields()
helper that detects field count at runtime and adjusts the texture
base index accordingly (14 for 23-field, 15 for 25-field).
TBC and WotLK have 25-field ItemDisplayInfo.dbc (vs 23 in Classic/Turtle)
with 2 extra fields before the texture region block. The texture fields
start at index 15 (not 14), shifting all 8 regions by +1.
This caused every equipment texture to be composited into the wrong body
region — e.g. LegLower textures landing in FootTexture, belt textures in
LegLowerTexture instead of LegUpperTexture ("everything shifted by 1").
Verified against raw DBC binary data: Classic field[14]=ArmUpper,
TBC/WotLK field[15]=ArmUpper.
Both repos were previously untracked clones under extern/ that users had
to fetch manually. Adding them as submodules ensures git pull --recurse
fetches the correct commits with our format-matching patches.
- FidelityFX-FSR2: standalone FSR2 v2.2.1 upscaler (Kelsidavis fork)
- FidelityFX-SDK: full SDK with FSR3 frame generation (Kelsidavis fork)
When saved settings loaded MSAA before FSR2 on startup, the pending MSAA
change (e.g. 8x) was queued before FSR2 was enabled. Since FSR2 checked
the current MSAA (still 1x), it didn't override the pending change.
On the next frame, applyMsaaChange created a 4-attachment MSAA render pass,
then FSR2 lazily created a 2-attachment framebuffer against it — SIGSEGV.
Add guards in both applyMsaaChange (force 1x if FSR2 is blocking) and
setFSR2Enabled (override any pending MSAA >1x when enabling FSR2).
WoW archives contain mixed-case variants of the same path (e.g.,
ARMLOWERTEXTURE vs ArmLowerTexture) which created duplicate directories
on case-sensitive Linux filesystems. Now mapPath() lowercases the entire
output. Also keeps TextureComponents and ObjectComponents directory
names instead of abbreviating them (item/texturecomponents/ instead of
item/texture/) so filesystem paths match the WoW virtual paths used in
manifest lookups.
AMD RADV validation flagged missing shaderStorageImageWriteWithoutFormat,
shaderInt16, shaderFloat16, and deviceCoherentMemory. The first two are
now required device features; shaderFloat16 is optionally enabled via
Vulkan 1.2 feature query; AMD device coherent memory extension and
feature are enabled when available to prevent VMA memory type errors.
executePostProcessing() only set inlineMode=true in the FSR2 path.
The FXAA and FSR1 paths both start INLINE render passes but returned
false, causing endFrame() to record ImGui into a secondary command
buffer and execute it inside the INLINE pass — validation errors and
UI disappearing on AMD RADV when FSR1+MSAA are both enabled.
Instance was created with Vulkan 1.1 but depthResolveSupported_ was gated
on the physical device's API version (1.2+ on RADV). This caused
vkCreateRenderPass2 (core 1.2) to dispatch through a null function pointer
when MSAA was enabled. Now requests 1.2 instance with 1.1 minimum fallback
and gates depth resolve on the actual instance API version. Also removes
all diagnostic crash-phase instrumentation from the previous investigation.
AMD crash is caused by msaaChangePending_ flipping true from saved settings.
applyMsaaChange() then crashes with faultAddr=(nil). Add LOG_WARNING markers
between pipeline recreation groups to identify the failing call.
Add per-frame LOG_WARNING with this/vkCtx/camera/postProcess pointers and
msaaChangePending state. If the log prints before crash, the pointer values
tell us what's corrupt. If it doesn't print, crash is in the log itself
(meaning this or vkCtx is corrupt).
Previous markers showed crash before bf:ubo. Add markers at bf:msaa,
bf:pp, bf:swap, bf:acquire, bf:jitter to isolate which early beginFrame
call does the NULL deref.
AMD RADV crash is renderPhase=beginFrame with faultAddr=(nil) — a NULL
pointer dereference somewhere in the pre-pass chain. Add granular markers
(bf:ubo, bf:minimap, bf:worldmap, bf:preview, bf:shadow, bf:reflection,
bf:renderpass) to pinpoint the exact call.
Add signal-safe render-phase markers throughout GameScreen::render() and
Application::render() so the crash handler can report which render call was
active when a SIGSEGV occurs. The AMD RADV crash backtrace only shows 2
frames due to missing frame pointers, making it impossible to identify the
actual crash site.
Changes:
- Add volatile g_crashRenderPhase marker updated before each major render call
- Upgrade Linux signal handler to sigaction with SA_SIGINFO for faulting address
- Set ImGui CheckVkResultFn to log silent Vulkan errors in ImGui backend
- Enable -fno-omit-frame-pointer in all build configs (not just Debug/RelWithDebInfo)
destroyInstanceBones loops over both frame slots (i=0,1), deferring
both boneSet[0] and boneSet[1] to the current frame's fence. When
currentFrame=0, boneSet[1] is freed after only slot 0's fence completes
while slot 1's command buffer may still be using it.
Switch both M2Renderer and CharacterRenderer bone destruction from
deferAfterFrameFence to deferAfterAllFrameFences to ensure all
in-flight frames have completed before freeing cross-slot resources.
deferAfterFrameFence only waits for one frame slot's fence, but shared
resources (material descriptor sets, vertex/index buffers) are bound by
both in-flight frames' command buffers. On AMD RADV this caused
vkFreeDescriptorSets errors and eventual SIGSEGV.
Add deferAfterAllFrameFences: queues to every frame slot with a shared
counter so cleanup runs exactly once, after the last slot is fenced.
Use it for WMO, terrain, water, and character model shared resources.
Per-frame bone sets keep using deferAfterFrameFence (already correct).
Also fix character renderer vertex format: R8G8B8A8_UINT -> _SINT to
match shader's ivec4 input (RADV validation rejects the mismatch).
The WotLK spline parser tries 6 format variants and accepts the first
that passes minimal validation (pointCount<=256, splineMode<=3). A wrong
format can pass by coincidence, consuming incorrect bytes and corrupting
all subsequent UPDATE_OBJECT blocks (e.g. maskBlockCount=219 garbage).
Add endPoint coordinate validation: reject spline parses where the
endpoint is non-finite or outside world bounds (65k). Also harden the
Turtle parser to keep successfully-parsed blocks on mid-packet failure
instead of discarding the entire packet.
CharacterRenderer::destroyModelGPU now defers vertex/index buffer
destruction when replacing models mid-stream, preventing use-after-free
on AMD RADV. FXAA descriptor sets are now per-frame to eliminate
write-read races between in-flight command buffers. Water reflection
descriptor update narrowed to current frame only.
CharacterRenderer::destroyInstanceBones had the same immediate-free bug
as M2Renderer — freeing bone descriptor sets and buffers while in-flight
command buffers still reference them. Applies the same deferred pattern
via deferAfterFrameFence for the removeInstance streaming path.
auctionSellItem now resolves the item GUID internally via
backpackSlotGuids_ with resolveOnlineItemGuid fallback, matching the
pattern used by vendor sell and item use. Previously the UI passed
the GUID directly from getBackpackItemGuid() with no fallback, so
items with unset slot GUIDs silently failed to list.
Also gates CMSG_AUCTION_SELL_ITEM format by expansion: Classic/TBC
omits the itemCount and stackCount fields that WotLK requires.
M2 destroyInstanceBones and WMO destroyGroupGPU freed descriptor sets
and buffers immediately during tile streaming, while in-flight command
buffers still referenced them — causing DEVICE_LOST on AMD RADV.
Now defers GPU resource destruction via deferAfterFrameFence in streaming
paths (removeInstance, removeInstances, unloadModel). Immediate
destruction preserved for shutdown/clear paths that vkDeviceWaitIdle
first.
Also: vkDeviceWaitIdle before WMO backfillNormalMaps descriptor rebinds,
and fillModeNonSolid added to required device features for wireframe
pipelines on AMD.
ListInventoryParser::parse() was resetting the entire ListInventoryData
struct, wiping the canRepair flag set by the gossip handler before the
server response arrived. Preserve it across the parse.
Also detect repair capability from UNIT_NPC_FLAG_REPAIR (0x1000) on the
vendor NPC entity, so direct vendors without gossip menus also show the
repair button.
The pool was exhausted by cached spell/item/talent icon textures,
causing vkAllocateDescriptorSets to fail inside ImGui_ImplVulkan_AddTexture.
The NVIDIA driver crashed on the subsequent invalid descriptor write.
Also add a null-check on the returned descriptor set so pool exhaustion
gracefully returns VK_NULL_HANDLE instead of crashing.
During shutdown, VkContext::runDeferredCleanup() was executing lambdas
that called vkFreeDescriptorSets on descriptor pools already destroyed
by Renderer::shutdown(). This corrupted the validation layer's internal
state, causing a SIGSEGV during process exit on AMD RADV.
Clear the deferred queues without executing them — vkDestroyDevice
reclaims all device-child resources anyway. Also guard against the
double shutdown() call (explicit + destructor).
Avoid semaphore reuse while the presentation engine still holds a
reference by switching from per-frame-slot to per-swapchain-image
semaphores with a rotating free semaphore for acquire.
Replace the R8G8B8A8_UNORM dummy white texture in CharacterPreview
with a proper D16_UNORM depth texture cleared to 1.0, matching the
sampler2DShadow expectation in shaders. AMD RADV enforces strict
format/sampler type compatibility.
Three bugs found via AMD RADV crash log:
1. Water reflection render pass used BOTTOM_OF_PIPE as srcStageMask but
pipelines were created against the main pass (EARLY_FRAGMENT_TESTS |
COLOR_ATTACHMENT_OUTPUT). AMD enforces strict render pass compatibility
→ SIGSEGV when scene renders into reflection texture.
2. samplerAnisotropy was never enabled during device creation despite being
used in sampler creation — now requested via PhysicalDeviceSelector.
3. Shadow texture descriptor pool was reset each frame while prior frame's
command buffers might still reference it. Split into per-frame-slot pools
so each reset is fence-guarded.
AMD RDNA4 (9070XT) crashes with SIGSEGV when MSAA is enabled because the
driver optimizes TRANSIENT images for tile-only storage. Without lazily
allocated memory backing, the MSAA resolve reads unbacked memory. Now we
only set TRANSIENT+LAZILY_ALLOCATED when the device actually exposes that
memory type.
M2 particle/ribbon/batch, terrain layer, and WMO material texture
resolution paths were silently falling back to white textures when
indices were out of range — making missing texture issues hard to
diagnose. Add LOG_WARNING at each silent failure point with model
name, index details, and array sizes.
After bundling dylibs, verify with otool -L that every non-system
dylib referenced by wowee_bin is present in the app bundle. Fails
the build if any are missing — prevents silent repeat of #36/#41.
Added to both build.yml and release.yml.
extern/catch2 was covered by the extern/* gitignore pattern without
an exception, causing CI to fail with a missing source file error.
Added !extern/catch2 exception and committed the amalgamated files.
DRY up renderAuraRemaining, fmtDurationCompact, classColorVec4,
classColorU32, entityClassId, classNameStr, kDispelNames, and
kRaidMarkNames — duplicated across game_screen, social_panel,
and combat_ui after the panel extraction refactors.