Parse SMSG_RESYNC_RUNES, SMSG_ADD_RUNE_POWER, and SMSG_CONVERT_RUNE to
track the state of all 6 DK runes (Blood/Unholy/Frost/Death type,
ready flag, and cooldown fraction). Render a six-square rune bar below
the Runic Power bar when the player is class 6, with per-type colors
(Blood=red, Unholy=green, Frost=blue, Death=purple) and client-side
fill animation so runes visibly refill over the 10s cooldown.
Shows active pet name, level, health bar, and power bar (mana/focus/rage/energy)
when the player has an active pet. Clicking the pet name targets it. A Dismiss
button sends CMSG_PET_ACTION to dismiss the pet. Frame uses green border to
visually distinguish it from the player/target frames.
Polls the renderer's currentZoneName each frame and triggers a 5-second
fade-in/hold/fade-out toast at the upper-centre of screen when the zone
changes. Matches WoW's standard zone transition display.
For each visible Unit entity within 40 yards, projects the canonical WoW
position (converted to render space) through the camera view-projection
matrix to screen pixels. Draws a health bar (hostile=red, friendly=green,
target=gold border) and name label with drop shadow using ImGui's background
draw list. Fades out smoothly in the last 5 yards of range.
- Add Escape Menu → Instance Lockouts button opening a new panel
that lists active lockouts with instance name (from Map.dbc),
difficulty, time-until-reset countdown, and locked/extended status.
map name lookup is cached on first open.
- Fix uninitialized ChatType in sendChatMessage (default to SAY)
- Remove unused startWorld variable in handleMonsterMoveTransport
- Remove unused modelCached variable in spawnOnlineCreature
Eliminates all -Wunused-but-set-variable and -Wmaybe-uninitialized
warnings in the main translation units.
- Show up to 5 active quests with objective progress (kills, items, text)
- Gold title for complete quests, white for in-progress
- Item objectives show item name via getItemInfo() lookup
- Transparent semi-opaque background, docked below minimap on right
- Implement renderReadyCheckPopup() showing initiator name with Ready/Not Ready buttons
- Fix MSG_RAID_READY_CHECK fallback: use partyData.leaderGuid instead of non-existent isLeader field
- Add faction standing handler with loadFactionNameCache() (Faction.dbc field 22)
- Add gossip POI handler writing canonical WoW coords to gossipPois_ for minimap rendering
- SMSG_HEALTH_UPDATE / SMSG_POWER_UPDATE: update entity HP/power via entityManager
- SMSG_UPDATE_WORLD_STATE: single world state variable update (companion to INIT)
- SMSG_UPDATE_COMBO_POINTS: store comboPoints_/comboTarget_ in GameHandler
- SMSG_START_MIRROR_TIMER / SMSG_STOP_MIRROR_TIMER / SMSG_PAUSE_MIRROR_TIMER: breath/fatigue/feign timer state
- MirrorTimer struct + getMirrorTimer() public getter; renderMirrorTimers() draws colored breath/fatigue bars above cast bar
- SMSG_CAST_RESULT: WotLK extended cast result; clear cast bar and show reason on failure (result != 0)
- SMSG_SPELL_FAILED_OTHER / SMSG_PROCRESIST: consume silently
- SMSG_LOOT_START_ROLL: correct trigger for Need/Greed popup (replaces rollType=128 heuristic)
- SMSG_STABLE_RESULT: show pet stable feedback in system chat (store/retrieve/buy slot/error)
- SMSG_TITLE_EARNED: system chat notification for title earned/removed
- SMSG_PLAYERBOUND / SMSG_BINDER_CONFIRM: hearthstone binding notification
- SMSG_SET_PHASE_SHIFT: consume (WotLK phasing, no client action needed)
- SMSG_TOGGLE_XP_GAIN: system chat notification
- Parse SMSG_ITEM_TEXT_QUERY_RESPONSE (guid + isEmpty + string text),
store in itemText_ and open book window when non-empty
- queryItemText(guid) sends CMSG_ITEM_TEXT_QUERY for readable items
- renderItemTextWindow(): scrollable book window with parchment-toned
text, "Close" button; opens via isItemTextOpen() flag
- 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.
- 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
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
- 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.
- 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.
Only show "Your home has been set" when the player actively changes their
bind point (via innkeeper), not on the initial login sync from the server.
Add "Local" to the auto-join channel list for Turtle WoW compatibility,
with a settings checkbox and persistence.
Add 27 new opcodes, packet builders/parsers, handler methods, inventory
extension with 28 bank slots + 7 bank bags, and UI windows for personal
bank, guild bank (6 tabs x 98 slots), and auction house (browse/sell/bid).
Fix Classic gossip parser to omit boxMoney/boxText fields not present in
Vanilla protocol, fix gossip icon labels with text-based NPC type detection,
and add Turtle WoW opcode mappings for bank and auction interactions.
Guild: add disband, leader transfer, public/officer note commands with
roster context menu showing rank names and officer notes column. Auto-refresh
roster after guild events.
Channels: fix city/region channels not working by accepting SMSG_CHANNEL_NOTIFY
during ENTERING_WORLD state (server auto-joins before VERIFY_WORLD) and handling
PLAYER_ALREADY_MEMBER notification.
Whisper: /r now switches to whisper tab and sets target to last sender,
matching WoW behavior.
Camera: extend WMO collision raycasting to work outside WMOs too.
Implement full mail send/receive: SMSG_SHOW_MAILBOX, CMSG_GET_MAIL_LIST,
SMSG_MAIL_LIST_RESULT, CMSG_SEND_MAIL, SMSG_SEND_MAIL_RESULT, mail take
money/item/delete/mark-as-read, and inbox/compose UI windows.
Fix periodic stuttering in Stormwind caused by synchronous per-line disk
flushes in the logger — remove fileStream.flush() and std::endl, downgrade
high-volume per-packet/per-model/per-texture LOG_INFO to LOG_DEBUG.