11 original tracks in assets/Original Music/ now play on the login
screen and in thematically matched zones across Eastern Kingdoms and
Kalimdor. Added crossfadeToFile to MusicManager for local file
playback during zone transitions. New zones: Tirisfal, Undercity,
Barrens, STV, Duskwood, Burning Steppes, Searing Gorge, Ironforge,
Loch Modan, Orgrimmar, Durotar, Mulgore, Thunder Bluff, Darkshore,
Teldrassil, Darnassus.
Remove HDPackManager, expansion overlay manifests, and BLP size-comparison
logic. Assets now resolve through a single manifest with a simple override
directory (Data/override/) for future HD upgrades.
- Parse MCLQ sub-chunks in vanilla ADTs for water rendering (WotLK uses MH2O)
- Load TaxiPathNode.dbc for MO_TRANSPORT world-coordinate paths (vanilla boats)
- Parse data[] from SMSG_GAMEOBJECT_QUERY_RESPONSE (taxiPathId for transports)
- Support vanilla M2 particle emitters (504-byte struct, different from WotLK 476)
- Add character preview texture diagnostic logging
- Fix disconnect handling on character screen (show error only when no chars)
GameHandler::update() now detects when the socket closes mid-session
(e.g. Warden rejection) and transitions to DISCONNECTED state.
Character screen shows a disconnect message instead of hanging on
"Loading characters..." forever. Reverted SHA1(seed+module) fallback
to SHA1(seed) since neither is correct without module execution.
Fix WotLK chat parser not stripping null terminators from messages,
fix channel message local echo missing channelName, expand default
channels to General/Trade/LocalDefense/LookingForGroup with
configurable auto-join, add Classic packet format for join/leave
channel, display channel index prefix in chat, and add Chat settings
tab with timestamps, font size, and auto-join toggles.
Chat: renderTextWithLinks now properly handles |cAARRGGBB color codes
that aren't item links (e.g. colored player names), rendering the text
in the specified color instead of discarding it.
Dismount: Classic/Vanilla lacks CMSG_CANCEL_MOUNT_AURA (TBC+ opcode).
Track mount aura spell ID when mountDisplayId changes, then use
CMSG_CANCEL_AURA as fallback on expansions without the dedicated opcode.
Binary ItemDisplayInfo.dbc has 23 fields with texture components at
14-21, not 15-22. The previous "fix" shifted all fields by +1 which
read wrong columns and broke both player and NPC equipment rendering.
Also fix local player texture cycling: rebuildOnlineInventory() was
called on every item query response (including for other players),
unconditionally setting onlineEquipDirty_ which triggered redundant
texture recompositing. Now tracks previous equipment displayInfoIds
and only sets dirty when they actually change.
Unified all 3 equipment texture code paths (local player, other
players, NPCs) to use the DBC layout system with correct field 14
base index.
Parse WoW item link format (|cXXXXXXXX|Hitem:ENTRY:...|h[Name]|h|r)
in chat messages. Item names render in quality color, hover shows
tooltip with slot type, armor, and stats. Shift-click inserts the
item link into the chat input. Automatically queries server for
item info on first encounter.
Guild O tab: fallback to character guildId when guildName_ not yet
queried, re-query guild info on roster open. /who: add missing
stringCount field and fix maxLevel default (0→100). /inspect: add
SMSG_INSPECT_TALENT opcode (0x3F4) and rewrite parser for WotLK
PackedGUID+talent format. Character preview: reset all tracking
variables in setAssetManager() to force model reload on login.
The parser was not reading the uint64 receiverGuid that WoW 3.3.5
sends for SAY/GUILD/PARTY/YELL/WHISPER/RAID/etc types, causing all
incoming chat from other players to misparse (blank messages, wrong
type displayed). Also fix TEXT_EMOTE display to not prepend "You " for
incoming emotes from other players, and fix CHANNEL/ACHIEVEMENT types
to read the correct receiverGuid field.
Chat tabs filter messages into General/Combat/Whispers/Trade tabs. Text
emotes now send CMSG_TEXT_EMOTE to server and display incoming emotes
from other players. Channel system auto-joins General/Trade on login with
/join, /leave, and /1-/9 shortcuts. Chat bubbles render as ImGui overlays
above entities for SAY/YELL messages with fade-out animation.
Filter races/classes in character creation screen by expansion profile
constraints, add 10s server response timeout, and reset Warden crypto
state on disconnect so reconnections use the correct session key.
Expansion overlays allow each expansion to supplement the base asset data
via an assetManifest field in expansion.json, loaded at priority 50 (below
HD packs). The asset extractor gains --reference-manifest for delta-only
extraction. Also fixes CharSections field indices (VariationIndex=4,
ColorIndex=5, Texture1=6) across all DBC layout references.
Bags are now individual draggable ImGui windows (backpack + each equipped
bag) with per-bag toggle from the bag bar. B key opens/closes all. A
settings toggle under Gameplay lets users switch back to the original
aggregate single-window mode. Window width adapts to bag item name length.
Fix dismount by clearing local mount state immediately (optimistic) instead
of waiting for server confirmation, and allow buff bar right-click dismount
regardless of the aura's buff flag.
Fix other players appearing naked by queuing them for auto-inspect when
the visible item field layout hasn't been detected yet.
- Parse vanilla M2 animation tracks (flat arrays with M2Range indices)
instead of skipping them, fixing T-pose on all vanilla models
- Use C4Quaternion (float[4]) for vanilla bone rotations instead of
CompressedQuat (int16[4]) which produced garbage transforms
- Fix vanilla M2 attachment struct size (48 bytes, not 40) so weapons
attach to correct bones instead of model origin
- Route movement packets through expansion-specific packet parsers
instead of hardcoded WotLK format, fixing server-side position sync
- Fix Spell.dbc field indices for classic/turtle (Name=120, Rank=129,
IconID=117) - were pointing to Portuguese locale column (+7 offset)
- Change guild roster keybind from J to O (WoW default)
- Add guild opcodes for all expansions
- Route SMSG_UPDATE_OBJECT through polymorphic parsers for correct
vanilla format (uint8 updateFlags, 6 speeds vs WotLK uint16/9)
- Fix SMSG_DESTROY_OBJECT for vanilla (8 bytes, no isDeath field)
- Add MSG_MOVE_* handlers for other player movement relay
- Add ClassicPacketParsers::parseMessageChat with targetGuid read
and monster-type name handling
- Resolve chat sender names from player name cache before display
- Fix CSV DBC field 0 always treated as numeric ID (fixes 16+ garbled
Turtle CSVs including Map, AreaTable, Spell, CreatureDisplayInfo)
- Add CSV DBC validation: reject garbled CSVs (>80% zero IDs) and
fall back to binary DBC files
- Fix ItemDisplayInfo texture component field index (14+ not 15+)
for binary DBC with gender-aware suffix resolution
- Spawn other players as visible M2 models via creature callback
- Map name cache dedup prevents overwrites from duplicate CSV records
- Vanilla M2 bone struct (108 bytes) with 28-byte animation tracks
- Version-aware bone parsing (vanilla vs WotLK format detection)
- Fix CharSections.dbc field layout for vanilla (variation/color at 4-5)
- Remove broken CharSections.csv files (all fields marked as strings)
- Expansion data reload on profile switch (DBC cache clear, layout reload)
- Vanilla packet encryption (VanillaCrypt XOR-based header crypt)
- Extended character preview geoset range (0-99) for vanilla models
- DBC cache clear support in AssetManager
Replace hardcoded WotLK protocol constants with a data-driven architecture
supporting Classic 1.12.1, TBC 2.4.3, and WotLK 3.3.5a. Each expansion
has JSON profiles for opcodes, update fields, and DBC layouts, plus C++
polymorphic packet parsers for binary format differences (movement flags,
speed fields, transport data, spline format, char enum layout).
Key components:
- ExpansionRegistry: scans Data/expansions/*/expansion.json at startup
- OpcodeTable: logical enum <-> wire values loaded from JSON
- UpdateFieldTable: field indices loaded from JSON per expansion
- DBCLayout: schema-driven DBC field lookups replacing magic numbers
- PacketParsers: WotLK/TBC/Classic parsers with correct flag positions
- Multi-manifest AssetManager: layered manifests with priority ordering
- HDPackManager: overlay texture packs with expansion compatibility
- Auth screen expansion picker replacing hardcoded version dropdown
Transport System (Phases 1-7):
- Implement TransportManager with Catmull-Rom spline path interpolation
- Add WMO dynamic transforms for moving transport instances
- Implement player attachment via world position composition
- Add test transport with circular path around Stormwind harbor
- Add /transport board and /transport leave console commands
- Reuse taxi flight spline system and external follow camera mode
NPC Spawn Fixes:
- Add smart ocean spawn filter: blocks land creatures at high altitude over water (Z>50)
- Allow legitimate water creatures at sea level (Z≤50) to spawn correctly
- Fixes Elder Grey Bears, Highland Striders, and Plainscreepers spawning over ocean
- Snap online creatures to terrain height when valid ground exists
NpcManager Removal:
- Remove deprecated NpcManager (offline mode no longer supported)
- Delete npc_manager.hpp and npc_manager.cpp
- Simplify NPC animation callbacks to use only creatureInstances_ map
- Move NPC callbacks to game initialization in application.cpp
Water Rendering:
- Fix tile seam gaps caused by per-vertex wave randomization
- Add distance-based blending: seamless waves up close (<150u), grid effect far away (>400u)
- Smooth transition between seamless and grid modes (150-400 unit range)
- Preserves aesthetic grid pattern at horizon while eliminating gaps when swimming
Add complete Blizzard-style time-of-day lighting pipeline:
Spatial Volume System (Light.dbc):
- Light volumes with position + inner/outer radius
- Distance-based weighting with smoothstep falloff
- Multi-volume blending (top 2 with normalized weights)
- X,Z,Y coordinate handling + LIGHT_COORD_SCALE for ×36 quirk
- Smooth zone transitions without popping
Profile Selection (LightParams.dbc):
- Weather variants: clear/rain/underwater
- Links to 18 color + 6 float band curves per profile
- Block indexing: LightParamsID × 18/6 + channel
Time-of-Day Band Sampling (LightIntBand/LightFloatBand):
- Half-minutes format (0-2879) with time clamping
- Keyframe interpolation with midnight wrap
- Wrap-safe initialization for edge cases
- BGR color unpacking
Multi-Volume Blending:
- Weighted sum of all lighting params
- Proper direction blending: normalize(sum(dir × weight))
- Blends ambient, diffuse, fog, sky, cloud density
Temporal Smoothing:
- Exponential blend to prevent frame snapping
- Smooths ALL parameters (colors, fog, direction, sky)
Game Time Support:
- Accepts server-sent game time (WoW standard)
- Falls back to local time if not provided
- Manual override for testing
Debug Features:
- Volume distance/weight logging
- Fog params logging
- Coordinate scale verification
Also: Move buff bar to top-left under player frame
Network Protocol:
- Add SMSG_TALENTS_INFO (0x4C0) packet parsing for talent data
- Add CMSG_LEARN_TALENT (0x251) to request learning talents
- Add MSG_TALENT_WIPE_CONFIRM (0x2AB) opcode for spec switching
- Parse talent spec, unspent points, and learned talent ranks
DBC Parsing:
- Load Talent.dbc: talent grid positions, ranks, prerequisites, spell IDs
- Load TalentTab.dbc: talent tree definitions with correct field indices
- Fix localized string field handling (17 fields per string)
- Load Spell.dbc and SpellIcon.dbc for talent icons and tooltips
- Class mask filtering using bitwise operations (1 << (class - 1))
UI Implementation:
- Complete talent tree UI with tabbed interface for specs
- Display talent icons from spell data with proper tinting/borders
- Enhanced tooltips: spell name, rank, current/next descriptions, prereqs
- Visual states: green (maxed), yellow (partial), white (available), gray (locked)
- Tier unlock system (5 points per tier requirement)
- Rank overlay on icons with shadow text
- Click to learn talents with validation
Dual Spec Support:
- Store unspent points and learned talents per spec (0 and 1)
- Track active spec and display its talents
- Spec switching UI with buttons for Spec 1/Spec 2
- Handle both SMSG_TALENTS_INFO packets from server at login
- Display unspent points for both specs in header
- Independent talent trees for each specialization
Replace 2D ImGui text markers with proper 3D billboard sprites using BLP textures.
Features:
- Billboard rendering using Interface\GossipFrame\ BLP textures (yellow !, yellow ?, grey ?)
- WoW-style visual effects: bob animation, distance-based scaling, glow pass, distance fade
- Proper NPC height positioning with bounding box detection
- Camera-facing quads with depth testing but no depth write
- Shader-based alpha modulation for glow and fade effects
Technical changes:
- Created QuestMarkerRenderer class with billboard sprite system
- Integrated into Renderer initialization for both online and offline terrain loading
- Rewrote updateQuestMarkers() to use billboard system instead of M2 models
- Disabled old 2D ImGui renderQuestMarkers() in game_screen.cpp
- Added debug logging for initialization and marker tracking
Quest markers now render with proper WoW visual fidelity.
After creating a character, automatically select it in the character
list instead of defaulting to the previously selected character.
Changes:
- Added selectCharacterByName() method to CharacterScreen
- Store created character name in Application
- On creation success, auto-select the new character by name
- Falls back to saved selection if new character name doesn't match
Issue: Trainer buttons were all greyed out because alreadyKnown was incorrectly
calculated using (state == 0 || isKnown(spellId)), which marked spells with
state=0 as 'already known' even when they weren't in the knownSpells list.
This caused prerequisite checks to fail since they only check knownSpells.
Fix: Changed alreadyKnown to only check isKnown(spellId), removing the state==0
check. Now prerequisites work correctly.
Added extensive debug logging to track:
- Known spells count and spell IDs
- Individual prerequisite checks (chain1, chain2, chain3)
- Whether spells are in initial SMSG_INITIAL_SPELLS packet
Note: Some trainers may still show greyed buttons due to server-side data issues
where prerequisite spells are marked as unavailable (state=0) even though they
haven't been learned yet. This is correct client behavior.
NPCs were not spawning when the player first entered the world because
spawnNpcs() was defined but never called. Added call to spawnNpcs() in
Application::update() when in IN_GAME state.
The function has a guard (npcsSpawned flag) so it only runs once. NPCs now
appear immediately at spawn instead of requiring the player to walk away first.
Added logging to help debug spawn preconditions.
Nonbinary characters can now choose between masculine and feminine body types in character creation, with real-time preview updates and full appearance customization. Body type preference is saved to character config and persists across sessions. Also reduces character preview drag-to-rotate sensitivity from 0.5 to 0.2 for better control.
Adds $n placeholder for player character names in quest and gossip dialog. Enhances documentation for three-option gender placeholders to clarify support for neutral terms like friend/champion/sibling. Player name defaults to 'Adventurer' when character not loaded.
Extends gender system beyond WoW's binary male/female to support nonbinary characters with proper they/them pronouns. Implements client-side gender mapping (nonbinary→male) for 3.3.5a server compatibility while preserving player identity through local config persistence. Adds pronoun placeholders ($p/$o/$s/$S) and three-option gender text parsing ($g<male>:<female>:<nonbinary>;) for inclusive quest and dialog text.
Settings Changes:
- All settings now apply immediately without Apply button
- Each slider/checkbox instantly updates the game state and saves
- Escape key closes settings window if open (no longer shows escape menu behind it)
- Restore Defaults buttons now also apply settings immediately
Audio Changes:
- Increased NPC voice volume from 0.6 to 1.0 (60% to 100% base volume)
- Helper lambda in Audio tab for efficient volume application
- Master volume multiplier applied to all audio systems in real-time
UX Improvements:
- Removed redundant Apply button
- Settings save automatically on every change
- More intuitive settings flow - see changes instantly
- Cleaner escape key handling priority