Use kRed, kBrightGreen, kDarkGray, kLightGray from ui_colors.hpp across
8 UI files, eliminating duplicate ImVec4 color definitions throughout
the UI layer.
Create shared include/ui/ui_colors.hpp with common ImGui color constants,
item quality color lookup, and renderCoinsText utility. Remove 3 duplicate
renderCoinsText implementations and 3 duplicate quality color switch
blocks across game_screen, inventory_screen, and quest_log_screen.
Replace ~37 remaining C-style casts with static_cast across 16 files.
Extract named color constants (kColorRed/Green/Yellow/Gray) and dialog
window flags (kDialogFlags) in game_screen.cpp, replacing 72 inline
literals. Normalize keybinding_manager.hpp to #pragma once.
Add inline fireAddonEvent() that wraps the addonEventCallback_ null
check. Replace ~120 direct addonEventCallback_ calls with fireAddonEvent,
eliminating redundant null checks at each callsite and reducing
boilerplate by ~30 lines.
- Extract guidToUnitId(), getQuestTitle(), findQuestLogEntry() helpers
to replace 14 duplicated GUID-to-unitId patterns and 7 quest log
search patterns in game_handler.cpp
- Remove duplicate #include in renderer.cpp
- Remove commented-out model cleanup code in terrain_manager.cpp
- Replace C-style casts with static_cast in auth and transport code
Remove duplicate opcode registrations introduced during the switch-to-dispatch-table
refactor (PR #22), keeping the better-commented second copies. Fix 4 instances where
addonEventCallback_("UNIT_QUEST_LOG_CHANGED") was either called unconditionally
(missing braces) or had incorrect indentation inside braces.
Crafting spells (bandages, smelting, etc.) were playing magic precast/
cast-complete audio and triggering melee weapon swing animations because
they have physical school mask (1). Re-add isProfessionSpell check to
skip spell sounds and melee animation for tradeskill spells. The
character still plays the generic cast animation via spellCastAnimCallback.
Remove the isProfessionSpell sound suppression so crafting spells play
precast and cast-complete audio like combat spells. Crafting was
previously silent by design but users expect audio feedback.
Add "Create All" button to the tradeskill UI that queues 999 crafts.
The server automatically stops the queue when materials run out
(SPELL_FAILED_REAGENTS cancels the craft queue). This matches the
real WoW client's behavior for batch crafting.
Request 2 queues from the graphics family when available (NVIDIA
exposes 16, AMD 2+). Upload batches now submit to queue[1] while
rendering uses queue[0], enabling parallel GPU transfers without
queue-family ownership transfer barriers (same family).
Falls back to single-queue path on GPUs with only 1 queue in the
graphics family. Transfer command pool is separate to avoid contention.
processReadyTiles was calling advanceFinalization with a step limit of 1
but a single step (texture upload or M2 model load) could take 1060ms.
Replace the step counter with an 8ms wall-clock time budget (16ms during
taxi) so finalization yields to the render loop before causing a visible
stall. Heavy tiles spread across multiple frames instead of blocking.
The melee swing clips used non-existent paths (SwordSwing, MeleeSwing)
instead of the actual WoW 3.3.5a weapon swing files: WeaponSwings/
mWooshMedium and mWooshLarge for hit swings, MissSwings/MissWhoosh
for misses. Fixes "No melee swing SFX found in assets" warning.
Add vkDeviceWaitIdle after world loading completes to ensure all async
texture uploads and resource creation are fully flushed before the
first render frame. Mitigates intermittent NVIDIA driver crashes at
vkCmdBeginRenderPass during initial world entry.
Add mapDisplayName() with friendly names for continents: "Eastern
Kingdoms", "Kalimdor", "Outland", "Northrend". The loading screen
previously showed WDT directory names like "Expansion01" when
Map.dbc's localized name field was empty or matched the internal name.
When parallel recording is active, the scene pass uses
VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS. Post-processing paths
(FSR/FXAA) end the scene pass and begin a new INLINE render pass for
the swapchain output. ImGui rendering must use the correct mode —
secondary buffers for SECONDARY passes, direct calls for INLINE.
Previously the check used a static condition based on enabled features
(!fsr && !fsr2 && !fxaa && parallel), which could mismatch if a
feature was enabled but initialization failed. Replace with
endFrameInlineMode_ flag that tracks the actual current render pass
mode at runtime, eliminating the validation error
VUID-vkCmdDrawIndexed-commandBuffer-recording that caused intermittent
NVIDIA driver crashes.
Validation layers revealed 9965 VkSamplers allocated against a device
limit of 4000 — every VkTexture created its own sampler even when
configurations were identical. This exhausted NVIDIA's sampler pool
and caused intermittent SIGSEGV in vkCmdBeginRenderPass.
Add a thread-safe sampler cache in VkContext that deduplicates samplers
by FNV-1a hash of all 14 VkSamplerCreateInfo fields. All texture,
render target, renderer, water, and loading screen sampler creation
now goes through getOrCreateSampler(). Textures set ownsSampler_=false
so shared samplers aren't double-freed.
Also auto-disable anisotropy in the cache when the physical device
doesn't support the samplerAnisotropy feature, fixing the validation
error VUID-VkSamplerCreateInfo-anisotropyEnable-01070.
VkPipelineCache causes vkCmdBeginRenderPass to SIGSEGV inside
libnvidia-glcore.so on NVIDIA 590.x drivers. Skip pipeline cache
creation on NVIDIA GPUs — NVIDIA drivers already provide built-in
shader disk caching, so the Vulkan-level cache is redundant.
Pipeline cache still works on AMD and other vendors.
Entity positions are in canonical WoW coords (X=north, Y=west) but the
audio listener uses render coords (X=west, Y=north) from the camera.
Without conversion, distance attenuation was computed on swapped axes,
making NPC ambient sounds (peasant voices, etc.) play at wrong volumes
regardless of actual distance.
The AMD FidelityFX FSR3 runtime corrupts Vulkan driver state when
context creation fails on NVIDIA GPUs, causing vkCmdBeginRenderPass
to SIGSEGV inside libnvidia-glcore. Gate FSR3 frame gen initialization
behind isAmdGpu() check — FSR2 upscaling still works on all GPUs.
When ffxCreateContext for the upscaler fails (e.g. on NVIDIA with the
AMD FidelityFX runtime), the shutdown() path called dlclose() on the
runtime library which could hang — the library's global destructors may
block waiting for GPU operations that never completed.
Skip dlclose() on context creation failure: just clean up function
pointers and mark as failed. The library stays loaded (harmless) and
the game continues with FSR2 fallback instead of hanging.
Log GPU name and vendor ID during VkContext initialization for easier
debugging of GPU-specific issues (FSR3, driver compat, etc.). Add
isAmdGpu()/isNvidiaGpu() accessors.
Temporarily log SMSG_PLAY_SOUND and SMSG_PLAY_OBJECT_SOUND at WARN
level (sound ID, name, file path) to diagnose unidentified ambient
NPC sounds reported by the user.
Create a VkPipelineCache at device init, loaded from disk if available.
All 65 pipeline creation calls across 19 renderer files now use the
shared cache. On shutdown, the cache is serialized to disk so subsequent
launches skip redundant shader compilation.
Cache path: ~/.local/share/wowee/pipeline_cache.bin (Linux),
~/Library/Caches/wowee/ (macOS), %APPDATA%\wowee\ (Windows).
Stale/corrupt caches are handled gracefully (fallback to empty cache).
Inventory sort: clicking "Sort Bags" now generates CMSG_SWAP_ITEM packets
to move items server-side (one swap per frame to avoid race conditions).
Client-side sort runs immediately for visual preview; server swaps follow.
New Inventory::computeSortSwaps() computes minimal swap sequence using
selection-sort permutation on quality→itemId→stackCount comparator.
World map: fix continent bounds derivation that used intersection (max/min)
instead of union (min/max) of child zone bounds, causing continent views
to display zoomed-in/clipped.
Update README.md and docs/status.md with current features, release info,
and known gaps (v1.8.2-preview, 664 opcode handlers, NPC voices, bag
independence, CharSections auto-detect, quest GO server limitation).
VALUES update blocks don't carry an objectType field (it defaults to 0),
so the sanity check incorrectly used the non-PLAYER threshold (10) for
player character updates that legitimately need 42-46 mask blocks. Allow
up to 55 blocks for VALUES updates (could be any entity type including
PLAYER). Only enforce strict limits on CREATE_OBJECT blocks where the
objectType is known.
Homebrew's vulkan-loader hides portability ICDs (like MoltenVK) from
pre-instance extension enumeration by default, causing SDL2 to fail
with "doesn't implement VK_KHR_surface". Set VK_LOADER_ENABLE_PORTABILITY_DRIVERS
before loading the Vulkan library so the loader includes MoltenVK and
its surface extensions.
Remove the forced backpack-open constraint that prevented closing the
backpack while other bags were open. Each bag window is now independently
closable regardless of which others are open.
Add off-screen position reset to individual bag windows (renderBagWindow)
so bags saved at positions outside the current resolution snap back to
their default stack position.
Chest-type GOs now send CMSG_GAMEOBJ_USE immediately followed by
CMSG_LOOT in the same frame. The USE handler opens the chest, then the
LOOT handler reads the contents — both processed sequentially by the
server. Previously only CMSG_LOOT was sent (no USE), which failed on
AzerothCore because the chest wasn't activated first.
Reset the Bags window position to bottom-right if the saved position
is outside the current screen resolution (e.g. after a resolution
change or moving between monitors).
Chest-type game objects (quest pickups, treasure chests) now send
CMSG_LOOT directly with the GO GUID instead of CMSG_GAMEOBJ_USE +
delayed CMSG_LOOT. The server's loot handler activates the GO and
sends SMSG_LOOT_RESPONSE in one step. The old approach failed because
CMSG_GAMEOBJ_USE opened+despawned the GO before CMSG_LOOT arrived.
Double M2 bone and material descriptor pool sizes (8192 → 16384) to
handle the increased NPC count from the spline parsing fix — patrolling
NPCs that were previously invisible now spawn correctly, exhausting
the old pool limits.
AzerothCore handles loot automatically in the CMSG_GAMEOBJ_USE handler
(calls SendLoot internally). Sending a redundant CMSG_LOOT 200ms later
triggers DoLootRelease() on the server, which closes the loot the server
just opened — before SMSG_LOOT_RESPONSE ever reaches the client. This
broke quest GO interactions (Bundle of Wood, etc.) because the loot
window never appeared and quest items were never granted.
Also remove temporary diagnostic logging from GO interaction path.
The wall/floor classification threshold was lowered from 0.65 to 0.35
in a prior optimization commit, causing surfaces at 35-65° from
horizontal (steep walls, angled building geometry) to be classified as
floors and skipped during wall collision. This allowed the player to
clip through angled WMO walls.
Restore the threshold to 0.65 (cos 50°) in both the collision grid
builder and the runtime checkWallCollision skip, matching the
MAX_WALK_SLOPE limit used for slope-slide physics.
AzerothCore/ChromieCraft always writes verticalAcceleration(float) +
effectStartTime(uint32) after durationMod in the spline movement block,
regardless of whether the PARABOLIC spline flag (0x800) is set. The
parser only read these 8 bytes when PARABOLIC was flagged, causing it
to read the wrong offset as pointCount (0 instead of e.g. 11). This
made every patrolling NPC fail to parse — invisible with no displayId.
Also fix splineStart calculation (was off by 4 bytes) and remove
temporary diagnostic logging.
When a WotLK NPC has durationMod=0.0, the Classic-first spline parser
reads it as pointCount=0 and "succeeds", then consumes garbage bytes as
splineMode and endPoint. This desynchronizes the read position for all
subsequent update blocks in the packet, causing cascading failures
(truncated update mask, unknown update type) that leave NPCs without
displayIds — making them invisible.
Fix: after reading splineMode, reject the Classic parse if splineMode > 3
(valid values are 0-3) and fall through to the WotLK format parser.
CharSections.dbc has different field layouts between stock WotLK (textures
at field 4-6) and Classic/TBC/Turtle/HD-textured WotLK (VariationIndex at
field 4). Add detectCharSectionsFields() that probes field-4 values at
runtime to determine the correct layout, so both stock and modded clients
work without JSON changes.
Also add BLOODELF_MALE/FEMALE and DRAENEI_MALE/FEMALE voice types to the
NPC voice system — previously all Blood Elf and Draenei NPCs fell through
to GENERIC (random dwarf/gnome/night elf/orc mix).
GetNetStats() returns bandwidthIn, bandwidthOut, latencyHome,
latencyWorld — with real latency from getLatencyMs(). Used by
latency display addons and the default UI's network indicator.
AcceptBattlefieldPort(index, accept) accepts or declines a
battleground queue invitation. Backed by existing acceptBattlefield
and declineBattlefield methods.
NumTaxiNodes() returns the count of taxi nodes available at the
current flight master. TaxiNodeName(index) returns the node name.
TaxiNodeGetType(index) returns whether the node is known/reachable.
TakeTaxiNode(index) activates the flight to the selected node.
Uses existing taxiNodes_ data and activateTaxi() method.
Enables flight path addons and taxi map overlay addons.
GetNumGossipOptions() returns option count for current NPC dialog.
GetGossipOptions() returns pairs of (text, type) for each option
where type is "gossip", "vendor", "taxi", "trainer", etc.
SelectGossipOption(index) selects a dialog option.
GetNumGossipAvailableQuests() / GetNumGossipActiveQuests() return
quest counts in the gossip dialog.
CloseGossip() closes the NPC dialog.
Uses existing GossipMessageData from SMSG_GOSSIP_MESSAGE handler.
Enables gossip addons and quest helper dialog interaction.
IsConnectedToServer() checks if connected to the game server.
UnequipItemSlot(slot) moves an equipped item to the backpack.
HasFocus() checks if the player has a focus target set.
GetRealmName() / GetNormalizedRealmName() return realm name.
All backed by existing GameHandler methods.
ShowHelm() / ShowCloak() toggle helm/cloak visibility.
TogglePVP() toggles PvP flag.
Minimap_Ping(x, y) sends a minimap ping to the group.
RequestTimePlayed() requests /played data from server.
All backed by existing GameHandler methods.