- Parse SMSG_QUEST_CONFIRM_ACCEPT (questId + title + sharerGuid),
show chat notification with quest title and sharer name
- acceptSharedQuest() sends CMSG_QUEST_CONFIRM_ACCEPT with questId
- renderSharedQuestPopup(): shows sharer name, gold quest title,
Accept/Decline buttons (stacked below other social popups)
- Parse SMSG_LOOT_ROLL: if rollType==128 and it's our player, store
pending roll (itemId, slot, name from itemInfoCache_) and show popup;
otherwise show chat notification of another player's roll result
- Parse SMSG_LOOT_ROLL_WON: show winner announcement in chat with item
name and roll type/value
- sendLootRoll() sends CMSG_LOOT_ROLL (objectGuid+slot+rollType) and
clears pending roll state
- SMSG_LOOT_MASTER_LIST consumed silently (no UI yet)
- renderLootRollPopup(): ImGui window with Need/Greed/Disenchant/Pass
buttons; item name colored by quality (poor/common/uncommon/rare/epic/
legendary color scale)
- Parse SMSG_DUEL_REQUESTED: store challenger guid/name, set
pendingDuelRequest_ flag, show chat notification
- Parse SMSG_DUEL_COMPLETE: clear pending flag, notify on cancel
- Parse SMSG_DUEL_WINNER: show "X defeated Y in a duel!" chat message
- Handle SMSG_DUEL_OUTOFBOUNDS with warning message
- Add acceptDuel() method sending CMSG_DUEL_ACCEPTED (new builder)
- Wire forfeitDuel() to clear pendingDuelRequest_ on decline
- Add renderDuelRequestPopup() ImGui window (Accept/Decline buttons)
positioned near group invite popup; shown when challenge is pending
- Add DuelAcceptPacket builder to world_packets.hpp/cpp
- Parse SMSG_ACHIEVEMENT_EARNED (guid + achievementId + PackedTime date)
and fire AchievementEarnedCallback for self, chat notify for others
- Add renderAchievementToast() to GameScreen: slides in from right,
gold-bordered panel with "Achievement Earned!" title + ID, 5s duration
with 0.4s slide-in/out animation and fade at end
- Add triggerAchievementToast(uint32_t) public method on GameScreen
- Wire AchievementEarnedCallback in application.cpp
- Add playAchievementAlert() to UiSoundManager, loads
Sound\Interface\AchievementSound.wav with level-up fallback
- SMSG_ALL_ACHIEVEMENT_DATA silently consumed (no tracker UI yet)
- Add renderDungeonFinderWindow() with status display (not queued /
role check / queued+wait time / proposal / in dungeon / finished)
- Role checkboxes (Tank/Healer/DPS) and dungeon combo (25 entries
covering Vanilla, TBC, and WotLK including Random/Heroic)
- Accept/Decline buttons during Proposal state, Teleport button
while InDungeon, Leave Queue button while Queued/RoleCheck
- Store lfgProposalId_ on GameHandler so UI can pass it to
lfgAcceptProposal(); expose getLfgProposalId() and
getLfgTimeInQueueMs() getters
- Toggle window with I key (when chat input is not active)
- 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
- Overlap M2 and character animation updates via std::async (~2-5ms saved)
- Thread-local collision scratch buffers for concurrent floor queries
- Parallel terrain/WMO/M2 floor queries in camera controller
- Seed new M2 instance bones from existing siblings to eliminate pop-in flash
- Fix shadow flicker: snap center along stable light axes instead of in view space
- Increase shadow distance default to 300 units (slider max 500)
- Add movementSuppressTimer to camera controller that forces all movement
keys to read as false, preventing held W key from carrying through
loading screens (fixes always-running-forward after instance portals)
- Increase shadow frustum default from 60 to 72 units (+20%)
- Make shadow distance configurable via setShadowDistance() (40-200 range)
- Add shadow distance slider in Video settings tab (persisted to config)
Fix VK_ERROR_DEVICE_LOST crash by allocating per-frame scene history
images (color + depth) instead of a single shared image that raced
between frames in flight. Water refraction can now be toggled via
Settings > Video > Water Refraction.
Without refraction: richer blue base colors, animated caustic shimmer,
and normal-based color shifts give the water visible life. With
refraction: clean screen-space refraction with Beer-Lambert absorption.
Disabling clears scene history to black for immediate fallback.
- Fix shutdown hang: skip vmaDestroyAllocator (walked thousands of allocations),
replace unsafe pthread_timedjoin_np with plain join + early-exit checks in workers
- Bank window: full icon rendering, click-and-hold pickup (0.10s), drag-drop for
all bank slots including bank bag equip slots, same-slot drop detection
- Loading screen: process one tile per frame for live progress updates
- Camera reset: trust server position in online mode to avoid spawning under WMOs
- Fix PLAYER_BYTES/PLAYER_BYTES_2 field indices, preserve purchasedBankBagSlots
across inventory rebuilds, fix bank slot purchase result codes
lookupSpellName() (called by action bar tooltips) was triggering
loadSpellDBC() early, setting dbcLoadAttempted=true before the
spellbook opened. This caused loadSkillLineDBCs() to be skipped,
so all spells were categorized into "General". Fixed by checking
each DBC's own loaded flag independently and re-categorizing when
skill line data becomes available.
- Fix SMSG_ITEM_QUERY_SINGLE_RESPONSE parsing: read statsCount stat
pairs instead of always 10, use 2 damage entries (MAX_ITEM_PROTO_DAMAGES),
and parse item spell data (spellId + spellTrigger per slot)
- Pass item spell ID in CMSG_USE_ITEM packet so server processes item
use requests (spellId=0 caused silent server rejection)
- Add spellId parameter to buildUseItem interface across all expansions
- Fix spellbook mount tab to use SkillLine 777 (Mounts) instead of 762
(Riding), so known mount summon spells appear correctly
- Fix inventory right-click: use IsItemHovered+IsMouseClicked instead
of IsItemClicked for InvisibleButton (which only tracks left-clicks)
- Fix SlotKind enum declaration order in inventory_screen.hpp
Talent screen:
- Remove all debug text and per-frame LOG_INFO spam
- Show class name in window title (e.g. "Warrior Talents")
- Display point distribution in header (0/31/20) and per-tab counts
- Highlighted active spec button with styled spec switcher
- Load and render tree background textures from TalentTab.dbc
- Draw prerequisite arrows with arrowheads (green=met, gray=unmet)
- Fix rank display (was showing rank+1, now correct 1-indexed values)
- Rank counter with dark background pill for readability
- Hover glow effect, rounded corners, centered grid layout
- Wider window (680x600) for 4-column WoW talent grid
Spellbook:
- Add search/filter bar for finding spells by name
- Add spell descriptions from Spell.dbc tooltip field
- Rich tooltips with name, rank, passive indicator, cooldown, description
- Visual icon borders: yellow=passive, red=cooldown, default=active
- Cooldown overlay on icon with countdown number
- Hover highlight on spell rows
- Tab counts update to reflect search filter results
- Rounded corners on icons and hover states
- Extracted renderSpellTooltip helper for consistent tooltip rendering
- Add item class/subclass category filters (Weapon, Armor, etc.) with correct WoW 3.3.5a IDs
- Add sell item picker dropdown with icons and Create Auction button
- Add pagination (Prev/Next) for browse results with filter preservation
- Add Buy/Bid action buttons to Bids tab
- Add item icons and stat tooltips on hover across all three tabs
- Add Enter-to-search from name field and search delay countdown
- Parse SMSG_AUCTION_OWNER/BIDDER_NOTIFICATION into chat messages
- Auto-refresh browse results after bid/buyout using saved search params
- Clamp level range inputs to 0-80
Bank window slots now act as drop targets when holding an item from
inventory. Empty bank slots highlight green, and clicking drops the
held item via CMSG_SWAP_ITEM. Occupied bank slots accept swaps too.
Works for both main bank slots (39-66) and bank bag slots (67+).
Remove isInterior restriction from WMO shadow sampling so city
buildings (flagged as interior groups) correctly receive shadows.
Apply shadow to interior-lit surfaces. Enable shadows by default
and persist the setting across sessions.
Zoom speed now scales with distance for fine control near the character.
Default max zoom out reduced from 50 to 33 units. New "Extended Camera
Zoom" toggle in Gameplay settings restores the full 50-unit range.
POM fixes: use blurred height only for ray march (keep crisp Sobel for
normals), reduce pomScale 0.03→0.012, clamp grazing angle denominator
to 0.15, hard-limit max UV offset, smooth fadeout at steep view angles.
Add Normal Map Strength slider (0.0-2.0) in Video settings for user
control over surface detail intensity. Persisted across sessions.
Generate normal+height maps from diffuse textures at load time using
luminance-to-height and Sobel 3x3 filtering. Compute per-vertex tangents
via Lengyel's method for TBN basis construction.
Fragment shader uses screen-space UV derivatives (dFdx/dFdy) for smooth
LOD crossfade and angle-adaptive POM sample counts. Flat textures
naturally produce low height variance, causing POM to self-select off.
Settings: Normal Mapping on by default, POM off by default with
Low/Medium/High quality presets. Persisted across sessions.
Replace all glGenTextures/glTexImage2D calls in UI code with Vulkan texture
uploads via new VkContext::uploadImGuiTexture() helper. This fixes segfaults
from calling OpenGL functions without a GL context (null GLEW function pointers).
- Add uploadImGuiTexture() to VkContext with staging buffer upload pattern
- Convert game_screen, inventory_screen, spellbook_screen, talent_screen
from GLuint/GL calls to VkDescriptorSet/Vulkan uploads
- Fix loading_screen clearValueCount (was 1, needs 2 or 3 for MSAA)
- reduce per-tile ground clutter generation pressure and enforce tighter caps to avoid spikes
- remove expensive detail dedupe scans from the hot render path
- add progressive/lazy clutter updates around player movement to smooth frame pacing
- lower noisy runtime INFO logging to DEBUG/throttled paths
- keep terrain/game screen updates responsive while preserving existing behavior
Add configurable fade-in support to MusicManager playback paths and use it for auth/login intro tracks to avoid abrupt starts. Apply a login-only 20% music attenuation while the auth screen is active, then restore the previous music volume when leaving login so in-game volume remains unchanged.
Allow equipped bags to be moved through the shared inventory pickup/drop flow, including dragging from bag contents to bag bar and back from bag bar into bag/backpack slots.
Changes:
- Add InventoryScreen APIs to begin pickup from an equipment slot and drop held item into a target equipment slot.
- Treat inventory type 18 (bags) as valid drops on BAG1-BAG4 during slot validation.
- Route equipment placement in online mode through swapContainerItems with explicit src/dst addressing for deterministic bag slot moves.
- Update bag bar hover-drop path to use InventoryScreen drop API instead of direct local slot mutation.
- On bag bar drag start, hand off to inventory held-item drag when inventory/character UI is open so drops into bag/backpack slots work.
- Use interpolated moveInstanceTo() for normal server NPC position deltas so walk/run animations play instead of visual sliding
- Keep hard snaps only for dead units and large corrections/teleports
- Add per-creature render position cache to drive interpolation safely across frames and clear it on spawn/despawn/reset
- Keep minimap controls visible regardless of quest-status availability
- Correct minimap NPC/quest marker projection mapping to match minimap shader transform
- Add optional nearby NPC minimap dots setting (default OFF), exposed in Gameplay > Interface and persisted in settings
Bag bar: left-click drag bags to swap positions using CMSG_SWAP_ITEM
with INVENTORY_SLOT_BAG_0 (255). Local optimistic swap for instant
feedback. Camera controller now respects ImGui WantCaptureMouse.
Vendor auto-open bags only triggers once per session.
Fix opcodes: CMSG_GAMEOBJECT_USE 0x01B→0x0B1 (typo caused
SMSG_FORCEACTIONSHOW spam), CMSG_CANCEL_AURA 0x033→0x136,
SMSG_SELL_ITEM 0x1A4→0x1A1.
The character stats panel was showing Armor: 0 because summing armor
from item query responses is fragile (depends on correct BuyCount/damage
block parsing). Instead, read the server-authoritative total armor
directly from UNIT_FIELD_RESISTANCES (physical resistance, index 0)
in the player entity update fields.
Added UNIT_FIELD_RESISTANCES to the UF enum and all four expansion
JSON files with correct wire indices:
WotLK 3.3.5a: 99 (NPC_FLAGS=82 + emotestate + stat×5 + posstat×5 + negstat×5)
TBC 2.4.3: 185 (NPC_FLAGS=168 + same relative layout)
Classic 1.12: 154 (NPC_FLAGS=147 + emotestate + stat×5, no posstat/negstat)
Turtle WoW: 154 (same as Classic)
Stats panel uses server armor when > 0, falls back to summed item-query
armor otherwise. Armor rating resets to 0 on world entry and is updated
from both CREATE_OBJECT and VALUES update blocks.
- Trigger ding when UNIT_FIELD_LEVEL increases for player: plays LevelUp sound,
cheer emote animation, and shows screen overlay
- renderDingEffect(): 3 expanding golden rings + "LEVEL X!" / "DING!" text
drawn via ImDrawList foreground (3s duration, fades out last 0.8s)
- triggerDing() wires sound (UiSoundManager::playLevelUp) + emote + overlay
- LevelUpCallback in GameHandler fires on genuine level increase (newLevel > oldLevel)
- "Test: Level Up" button in escape menu triggers ding at current player level
Checkbox in Settings > Gameplay > Loot section. When enabled, all items
are automatically sent CMSG_AUTOSTORE_LOOT_ITEM on loot response (same
as right-click looting each item). Gold always auto-loots regardless.
Setting persists in settings.cfg as auto_loot=0/1.
- Mute button: small [M] button alongside minimap zoom controls, turns red when active; directly sets AudioEngine master volume to 0, restores on unmute; persists in settings.cfg
- Original Soundtrack: checkbox in Settings > Audio that controls whether custom original music tracks (file: prefix) are included in zone music rotation; when disabled, only WoW MPQ tracks play; persists in settings.cfg
- ZoneManager.getRandomMusic() now filters file: paths when OST is disabled, falling back to full list if zone has no non-file tracks
The action bar's inline Spell.dbc loader had a broken field index lookup:
operator[] on the layout map would silently insert 0 if 'Name' wasn't a
key, causing all names to be read from field 0 (the spell ID). Also the
once-only 'attempted' flag meant if assetMgr wasn't ready, it never retried.
Replace the duplicated broken DBC loading in the action bar and buff bar
with SpellbookScreen::lookupSpellName(), which reuses the spellbook's
already-correct loading (expansion layout + WotLK fallback). Remove the
now-unused actionSpellNames/actionSpellDbAttempted/actionSpellDbLoaded fields.