- Add itemLevel/requiredLevel fields to ItemQueryResponseData (parsed
from SMSG_ITEM_QUERY_SINGLE_RESPONSE) and ItemDef
- Propagate through all 5 rebuildOnlineInventory() paths
- Show "Item Level N" and "Requires Level N" in item tooltip in
standard WoW order (below item name, above required level/stats)
- Add ITEM_FIELD_DURABILITY (60) and ITEM_FIELD_MAXDURABILITY (61) to
update_field_table.hpp enum and wotlk/update_fields.json
- Add curDurability/maxDurability to OnlineItemInfo and ItemDef structs
- Parse durability fields in OBJECT_CREATE and OBJECT_VALUES handlers;
preserve existing values on partial updates (fixes stale durability
being reset to 0 on stack-count-only updates)
- Propagate durability to ItemDef in all 5 rebuildOnlineInventory() paths
- Implement GameHandler::repairItem() and repairAll() via CMSG_REPAIR_ITEM
(itemGuid=0 repairs all equipped items per WotLK protocol)
- Add canRepair flag to ListInventoryData; set it when player selects
GOSSIP_OPTION_ARMORER in gossip window
- Show "Repair All" button in vendor window header when canRepair=true
- Display color-coded durability in item tooltip (green >50%, yellow
>25%, red <=25%)
Action bars:
- Expand from 2 bars (24 slots) to 4 bars (48 slots)
- Bar 2: right-edge vertical bar (slots 24-35), off by default
- Bar 3: left-edge vertical bar (slots 36-47), off by default
- New "Interface" settings tab with toggles and offset sliders for all bars
- XP bar Y position now tracks bar 2 visibility and vertical offset
HUD resize fix:
- All HUD elements (action bars, bag bar, XP bar, cast bar, mirror timers)
now use ImGui::GetIO().DisplaySize instead of window->getWidth/Height()
- DisplaySize is always in sync with the current frame — eliminates the
one-frame lag that caused bars to misalign after window resize
Player nameplates:
- Show player name only on nameplate (no level number clutter)
- Fall back to "Player (level)" while name query is pending
- NPC nameplates unchanged (still show "level Name")
XP bar rest state:
- isResting_ now set from PLAYER_BYTES_2 byte 3 bit 0 (rest state flag)
on both CREATE and VALUES update object handlers
- playerRestedXp_ was missing from VALUES handler — now tracked there too
- Eliminates dependency on SMSG_SET_REST_START (wrong in WotLK opcodes.json)
Interface settings:
- New "Interface" tab in Settings window
- "Show Second Action Bar" toggle (default: on)
- Horizontal/vertical position offset sliders for bar 2
- Settings persisted to/from save file
- Add BG_SYSTEM_NEUTRAL/ALLIANCE/HORDE chat types (0x52-0x54) and reclassify
them as SYSTEM in the parser — prevents bogus [Say] prefix on arena/BG
system messages
- Remove fallback [TypeName] bracket for sender-less SAY/YELL/WHISPER messages;
only group-channel types (Party/Guild/Raid/BG) show brackets without a sender
- Remove factionTemplate != 0 guard — units with FT=0 now get setHostile() like
any other unit (defaulting to hostile from the map default), fixing NPCs that
appeared friendly due to unset faction template
- Enable CMSG_LOOT for WotLK type=3 (chest) game objects in addition to
CMSG_GAMEOBJ_USE — fixes Milly's Harvest and other quest gather objects on
AzerothCore WotLK servers
When SMSG_MESSAGECHAT arrives before the entity has spawned or its
name is cached, senderName is empty and messages fell through to the
generic '[Say] message' branch. Fix:
- GameHandler::lookupName(guid): checks playerNameCache then entity
manager (Unit subclass cast) at call time
- Chat display: resolves senderName via lookupName() at render time
so messages show "Name says: msg" even if the name was unavailable
when the packet was first parsed
- wmo_renderer: pass character position (not camera position) to portal
visibility traversal — the 3rd-person camera can orbit outside a WMO
while the character is inside, causing interior groups to cull; render()
now accepts optional viewerPos that defaults to camPos for compatibility
- renderer: pass &characterPosition to wmoRenderer->render() at both
main and single-threaded call sites; reflection pass keeps camPos
- renderer: apply mount pitch/roll to rider during all flight, not just
taxiFlight_ (fixes zero rider tilt during player-controlled flying)
- game_screen: format SAY/YELL/WHISPER/EMOTE using WoW-style "Name says:"
instead of "[SAY] Name:" bracket prefix
- Add setMovementPitch() and isSwimming() to GameHandler
- In the per-frame sync block, derive the pitch angle from the camera's
forward vector (asin of the Z component) and write it to movementInfo.pitch
whenever FLYING or SWIMMING flags are set — the server includes the pitch
field in those packets, so sending 0 made other players see the character
flying perfectly flat even when the camera was pitched
- Also tilt the mount model (setMountPitchRoll) to match the flight direction
during player-controlled flight, and reset to 0 when not flying
When flyingActive_, detect Space/X key transitions and emit proper flight
vertical movement opcodes so the server (and other players) see the
correct ascending/descending animation state:
- MSG_MOVE_START_ASCEND (Space pressed while flying) → sets ASCENDING flag
- MSG_MOVE_STOP_ASCEND (Space released while flying) → clears ASCENDING flag
- MSG_MOVE_START_DESCEND (X pressed while flying) → clears ASCENDING flag
- MSG_MOVE_STOP_ASCEND (X released while flying) → clears vertical state
Track wasAscending_/wasDescending_ member state to detect transitions.
Also clear lingering vertical state when leaving flight mode.
- Add getServerTurnRate() accessor and turnRateOverride_ field so the
keyboard turn speed respects SMSG_FORCE_TURN_RATE_CHANGE from server
- Convert rad/s → deg/s before applying to camera yaw logic
- Fix SMSG_SPLINE_SET_RUN_BACK/SWIM/FLIGHT/FLIGHT_BACK/SWIM_BACK/WALK/
TURN_RATE handlers: all previously discarded the value; now update the
corresponding serverXxxSpeed_ / serverTurnRate_ field when GUID matches
playerGuid (camera controller syncs these every frame)
SMSG_FORCE_FLIGHT_BACK_SPEED_CHANGE was already ACK'd and stored in
serverFlightBackSpeed_, but the value was never accessible or synced
to the CameraController. Backward flight movement always used forward
flight speed (flightSpeedOverride_), making it faster than the server
intended.
- Add getServerFlightBackSpeed() accessor in GameHandler
- Add flightBackSpeedOverride_ field and setter in CameraController
- Apply it in the fly movement block: backward-only flight uses the
back speed; forward or strafing uses the forward speed as WoW does
- Fallback: 50% of forward flight speed when override is unset
- Sync per-frame in application.cpp alongside the other speed overrides
Backward swimming was using 50% of forward swim speed as a hardcoded
fallback. Wire up the server-authoritative swim back speed so Warlock
Dark Pact, buffs, and server-forced speed changes all apply correctly
when swimming backward.
- game_handler.hpp: add getServerSwimBackSpeed() accessor
- camera_controller.hpp: add swimBackSpeedOverride_ field + setter
- camera_controller.cpp: apply swimBackSpeedOverride_ when player
swims backward without forward input; fall back to 50% of swim speed
- application.cpp: sync swim back speed each frame
When the server sets MovementFlags::HOVER (SMSG_MOVE_SET_HOVER), the
player now floats 4 yards above the nearest ground surface instead of
standing on it. Uses the existing floor-snap path with a HOVER_HEIGHT
offset applied to the snap target.
- game_handler.hpp: add isHovering() accessor (reads HOVER flag from
movementInfo.flags, which is already set by handleForceMoveFlagChange)
- camera_controller.hpp: add hoverActive_ field and setHoverActive()
- camera_controller.cpp: apply HOVER_HEIGHT = 4.0f offset at floor snap
- application.cpp: sync hover state each frame alongside other movement
states (gravity, feather fall, water walk, flying)
Previously only run speed was synced. Now all server-driven movement
speeds are forwarded to the camera controller each frame:
- runSpeedOverride_: server run speed (existing)
- walkSpeedOverride_: server walk speed (Ctrl key movement)
- swimSpeedOverride_: swim speed (Swim Form, Engineering fins)
- flightSpeedOverride_: flight speed (epic vs normal flying mounts)
- runBackSpeedOverride_: back-pedal speed
Each uses the server value when non-zero/sane, falling back to the
hardcoded WoW default constant otherwise.
serverFlightSpeed_ (from SMSG_FORCE_FLIGHT_SPEED_CHANGE) was stored but
never synced to CameraController. Add getServerFlightSpeed() accessor,
flightSpeedOverride_ field, and use it in the flying physics path so
normal vs epic flying mounts actually move at their correct speeds.
When CAN_FLY + FLYING movement flags are both set (flying mounts, Druid
Flight Form), the CameraController now uses 3D pitch-following movement
instead of ground physics:
- Forward/back follows the camera's 3D look direction (ascend when
looking up, descend when looking down)
- Space = ascend vertically, X (while mounted) = descend
- No gravity, no grounding, no jump coyote time
- Fall-damage checks suppressed (grounded=true)
Also wire up all remaining server movement state flags to CameraController:
- Feather Fall: cap terminal velocity at -2 m/s
- Water Walk: clamp to water surface, skip swim entry
- Flying: 3D movement with no gravity
All states synced each frame from GameHandler via isPlayerFlying(),
isFeatherFalling(), isWaterWalking(), isGravityDisabled().
SMSG_MOVE_WATER_WALK / SMSG_MOVE_LAND_WALK now correctly set/clear
WATER_WALK (0x00008000) in movementInfo.flags, ensuring the flag is
included in movement ACKs sent to the server.
In CameraController, when waterWalkActive_ is set and the player is
at or above the water surface (within 0.5 units), clamp them to the
water surface and mark as grounded — preventing water entry and allowing
them to walk across the water surface as the spell intends.
Feather Fall (SMSG_MOVE_FEATHER_FALL / SMSG_MOVE_NORMAL_FALL):
- Add FEATHER_FALL = 0x00004000 to MovementFlags enum
- Fix handlers to set/clear the flag instead of passing flag=0
- Cap downward terminal velocity at -2.0 m/s in CameraController when
feather fall is active (Slow Fall, Parachute, etc.)
All three handlers now correctly propagate server movement state flags
that were previously acknowledged without updating any local state.
serverWalkSpeed_ and serverSwimSpeed_ were stored in GameHandler but
never exposed or synced to the camera controller. The controller used
hardcoded WOW_WALK_SPEED and speed*SWIM_SPEED_FACTOR regardless of
server-sent speed changes.
Add getServerWalkSpeed()/getServerSwimSpeed() accessors, walkSpeedOverride_
and swimSpeedOverride_ fields in CameraController, and sync all three
server speeds each frame. Both swim speed sites (main and camera-collision
path) now use the override when set. This makes Slow debuffs (walk speed),
Swim Form, and Engineering fins actually affect movement speed.
SMSG_MOVE_GRAVITY_DISABLE/ENABLE now correctly set/clear the LEVITATING
movement flag instead of passing flag=0. GameHandler::isGravityDisabled()
reads the LEVITATING bit and is synced to CameraController each frame.
When gravity is disabled the physics loop bleeds off downward velocity
and skips gravity accumulation, so Levitate and similar effects actually
float the player rather than letting them fall through the world.
When SMSG_FORCE_MOVE_ROOT sets ROOT in movementInfo.flags, the
camera controller was not aware and continued to accept directional
input. This caused position desync (client moves, server sees player
as rooted).
- Add movementRooted_ flag to CameraController with setter/getter.
- Block nowForward/nowBackward/nowStrafe when movementRooted_ is set.
- Sync isPlayerRooted() from GameHandler to CameraController each
frame alongside the existing run-speed sync in application.cpp.
- Add GameHandler::isPlayerRooted() convenience accessor.
- SMSG_IGNORE_LIST was silently consumed; now parses guid+name pairs to
populate ignoreCache so /unignore works correctly for pre-existing
ignores loaded at login.
- MSG_TALENT_WIPE_CONFIRM was discarded without responding; now parses
the NPC GUID and cost, shows a confirm dialog, and sends the required
response packet when the player confirms. Without this, talent reset
via Talent Master NPC was completely broken.
Previously movementInfo.fallTime was always 0 and jumpVelocity/jumpSinAngle/
jumpCosAngle/jumpXYSpeed were never populated. The server reads fallTime
unconditionally from every movement packet and uses it to compute fall damage
and anti-cheat heuristics; the jump fields are required when FALLING is set.
Changes:
- Add isFalling_ / fallStartMs_ to track fall state across packets
- MSG_MOVE_JUMP: set isFalling_=true, record fallStartMs_, populate jump fields
(jumpVelocity=7.96, direction from facing angle, jumpXYSpeed from server
run speed or walk speed when WALKING flag is set)
- MSG_MOVE_FALL_LAND: clear all fall/jump fields
- sendMovement: update movementInfo.fallTime = (time - fallStartMs_) each call
so every heartbeat and position packet carries the correct elapsed fall time
- World entry: reset all fall/jump fields alongside the flag reset
Previously the handler ACKed with current position and ignored the
velocity fields entirely (vcos/vsin/hspeed/vspeed were [[maybe_unused]]).
The server expects the client to fly through the air on knockback — without
simulation the player stays in place while the server models them as airborne,
causing position desync and rubberbanding.
Changes:
- CameraController: add applyKnockBack(vcos, vsin, hspeed, vspeed)
that sets knockbackHorizVel_ and launches verticalVelocity = -vspeed
(server sends vspeed as negative for upward launches, matching TrinityCore)
- Physics loop: each tick adds knockbackHorizVel_ to targetPos then applies
exponential drag (KNOCKBACK_HORIZ_DRAG=4.5/s) until velocity < 0.05 u/s
- GameHandler: parse all four fields, add KnockBackCallback, call it for
the local player so the camera controller receives the impulse
- Application: register the callback — routes server knockback to physics
The existing ACK path is unchanged; the server gets position confirmation
as before while the client now actually simulates the trajectory.
The AABB transform bug (direct min/max transform was wrong for rotated
WMOs) was fixed in a prior commit. Portal culling now uses the correct
world-space AABB computed from all 8 corners, so frustum intersection
is valid.
The AABB-based test is conservative (no portal plane-side check): a
visible portal can only be incorrectly INCLUDED, never EXCLUDED. This
means no geometry can disappear, and any overdraw is handled by the
z-buffer. Enable by default to get the performance benefit inside WMOs
and dungeons.
CMSG_LFG_SET_BOOT_VOTE was defined in the opcode table but never sent.
- Add GameHandler::lfgSetBootVote(bool) which sends the packet
- Fix handleLfgBootProposalUpdate() to set lfgState_=Boot while the
vote is in progress and return to InDungeon when it ends
- Add Yes/No vote buttons to the Dungeon Finder window when in Boot state
Extend the locomotion state-change detection to include the WALKING
movement flag. Previously a creature that switched from walking to
running (or vice versa) while staying in the moving state would keep
playing the wrong animation because only the moving/idle transition
was tracked.
Add creatureWasWalking_ alongside creatureWasSwimming_ and
creatureWasFlying_; guard the walking check with isMovingNow to avoid
spurious triggers when the flag flips while the creature is idle.
Clear and erase the new map at world reset and creature/player despawn.
Previously, the animation update for other entities (creatures, players)
was only triggered when the moving/idle state changed. This meant a
creature landing while still moving would stay in FlyForward instead of
switching to Run, and a flying-idle creature touching down would keep
the FlyIdle animation instead of returning to Stand.
Fix: track creatureWasSwimming_ and creatureWasFlying_ alongside
creatureWasMoving_, and fire the animation update whenever any of the
three locomotion flags change. Clean up the new maps on world reset and
on per-creature despawn.
Previously the move-flags callback only tracked SWIMMING and WALKING,
so flying players/mounts always played Run(5) or Stand(0) animations
instead of Fly(61)/FlyIdle(60).
Changes:
- Add creatureFlyingState_ (mirroring creatureSwimmingState_) set by
the FLYING flag (0x01000000) in unitMoveFlagsCallback_.
- Update animation selection: moving+flying → 61 (Fly/FlyForward),
idle+flying → 60 (FlyIdle/hover). Flying takes priority over swim
in the priority chain: fly > swim > walk > run.
- Clear creatureFlyingState_ on world reset.
These three server-push opcodes were silently consumed without sending
the required client acks, causing the server to stall waiting for
confirmation before granting the capability.
- SMSG_MOVE_SET_CAN_TRANSITION_BETWEEN_SWIM_AND_FLY →
CMSG_MOVE_SET_CAN_TRANSITION_BETWEEN_SWIM_AND_FLY_ACK (via handleForceMoveFlagChange)
- SMSG_MOVE_UNSET_CAN_TRANSITION_BETWEEN_SWIM_AND_FLY →
same ack opcode (no separate unset ack exists in WotLK 3.3.5a)
- SMSG_MOVE_SET_COLLISION_HGT → CMSG_MOVE_SET_COLLISION_HGT_ACK via new
handleMoveSetCollisionHeight() which appends the float height after the
standard movement block (required by server-side ack validation)
UpdateBlock now stores moveFlags from the LIVING movement block so the
cold-join problem is fixed: entities already swimming or walking when the
client joins get their animation state correctly initialised from the
SMSG_UPDATE_OBJECT CREATE_OBJECT packet rather than waiting for the next
MSG_MOVE_* heartbeat.
Additionally, SMSG_SPLINE_MOVE_START_SWIM, SMSG_SPLINE_MOVE_STOP_SWIM,
SMSG_SPLINE_MOVE_SET_WALK_MODE, SMSG_SPLINE_MOVE_SET_RUN_MODE, and
SMSG_SPLINE_MOVE_SET_FLYING now fire unitMoveFlagsCallback_ with
synthesised flags so explicit server-driven mode transitions update
animation state immediately without waiting for a heartbeat.
Add UnitMoveFlagsCallback fired on every MSG_MOVE_* with the raw
movement flags field. Application.cpp uses it to update swimming
and walking state from any packet, not just explicit START_SWIM/
STOP_SWIM opcodes — fixing cold-join cases where a player is already
swimming when we enter the world.
Per-frame animation sync now selects Walk(4) when the WALKING flag is
set, Run(5) otherwise, and Swim(42)/SwimIdle(41) when swimming.
UnitAnimHintCallback is simplified to jump (38=JumpMid) only.
- Add creatureSwimmingState_ map to track which units are swimming
- unitAnimHintCallback with animId=42 (Swim): marks entity as swimming
- unitAnimHintCallback with animId=0 (MSG_MOVE_STOP_SWIM): clears swim state
- Per-frame sync: uses Swim(42)/SwimIdle(41) when swimming, Run(5)/Stand(0) otherwise
— creatures/players now show SwimIdle when standing still in water
- Clear creatureSwimmingState_ on creature/player despawn and world reset
- MSG_MOVE_STOP/STOP_STRAFE/STOP_TURN/STOP_SWIM/FALL_LAND: snap entity to
stop position (duration=0) and pass durationMs=0 to renderer so the
Run-animation flash is suppressed; per-frame sync plays Stand on next frame
- MSG_MOVE_JUMP: fire new UnitAnimHintCallback with anim 38 (JumpMid) so
other players and NPCs visually leave the ground during jumps
- MSG_MOVE_START_SWIM: fire UnitAnimHintCallback with anim 42 (Swim)
- Wire up UnitAnimHintCallback in application.cpp; skips Death (anim 1)
The renderer's CharAnimState machine already drives player character
animations (Run=5, Walk=4, Jump, Swim, etc.) — remove the conflicting
camera controller code added in the previous commit.
Fix creature movement animations to use the correct WoW M2 IDs:
4=Walk, 5=Run. Both the per-frame sync loop and the SMSG_MONSTER_MOVE
spline callback now use Run (5) for NPC movement.
CameraController now transitions the player character to Run (anim 4)
on movement start and back to Stand (anim 0) on stop, guarded by a
prevPlayerMoving_ flag so animation time is not reset every frame.
Death animation (anim 1) is never overridden.
Application creature sync similarly switches creature models to Run (4)
when they move between server positions and Stand (0) when they stop,
with per-guid creatureWasMoving_ tracking to avoid per-frame resets.
Add GhostStateCallback to GameHandler, fired when PLAYER_FLAGS_GHOST
transitions on or off in UPDATE_OBJECT / login detection. Add
setInstanceOpacity() to CharacterRenderer to directly set opacity
without disturbing fade-in state. Application wires the callback to
set opacity 0.5 on ghost entry and 1.0 on resurrect.
Add CameraController::setSitting() and call it from the StandStateCallback
so the camera blocks movement when the server confirms the player is
sitting or kneeling (stand states 1-6, 8). This prevents the player
from sliding across the ground after sitting.
Death (state 7) deliberately leaves sitting=false so the player can
still respawn/move after death without input being blocked.
Add StandStateCallback to GameHandler, fired when the server confirms
a stand state change (SMSG_STANDSTATE_UPDATE). Connect in Application
to map the WoW stand state (0-8) to M2 animation IDs on the player
character model:
- 0 = Stand → anim 0 (Stand)
- 1-6 = Sit variants → anim 27 (SitGround)
- 7 = Dead → anim 1 (Death)
- 8 = Kneel → anim 72 (Kneel)
Sit and Kneel animations are looped so the held-pose frame stays
visible; Death stays on the final frame.
Add SpellCastAnimCallback to GameHandler, triggered on SMSG_SPELL_START
(start=true) and cleared on SMSG_SPELL_GO / SMSG_SPELL_FAILURE
(start=false) for both the player and other units.
Connect the callback in Application to play animation 3 (SpellCast) on
the player character, NPCs, and other players when they begin a cast.
The cast animation is one-shot (loop=false) so it auto-returns to Stand
when complete via the existing return-to-idle logic.
Also fire stop-cast on spell failure to cancel any stuck cast pose.
Previously disabled because the per-frame raycast caused erratic zoom
snapping at doorway transitions. Re-enable using an asymmetrically-
smoothed collision limit: pull-in reacts quickly (τ≈60 ms) to prevent
the camera from ever visibly clipping through walls, while recovery is
slow (τ≈400 ms) so walking through a doorway zooms back out gradually
instead of snapping.
Uses wmoRenderer->raycastBoundingBoxes() which already has strict wall
filters (|normal.z|<0.20, surface-alignment check, ±0.9 height band)
to ignore floors, ramps, and arch geometry.
On disconnect/reconnect to the same map, entityManager was not cleared
and creatureInstances_ still held old entries from the previous session.
When the server re-sent CREATE_OBJECT for the same GUIDs, the spawn
callback's early-return guard (creatureInstances_.count(guid)) silently
dropped every NPC re-spawn, leaving the world empty.
Fixes:
- disconnect() now calls entityManager.clear() to purge stale entities
- WorldEntryCallback gains a bool isInitialEntry parameter (true on first
login or reconnect, false on in-world teleport/flight landing)
- Same-map optimization path skipped when isInitialEntry=true, so
loadOnlineWorldTerrain runs its full cleanup and properly despawns old
creature/player instances before the server refreshes them
- Load WorldMapArea.dbc lazily on first use to build areaId→name lookup
- /who results now show [Zone Name] alongside level: 'Name - Level 70 [Stormwind City]'
- SMSG_EXPLORATION_EXPERIENCE now shows 'Discovered Elwynn Forest! Gained X experience.'
instead of generic 'Discovered new area!' message when the zone name is available
- Cache is populated once per session and shared across both callsites
Replace static-local firstSpecReceived with talentsInitialized_ member
variable, reset in handleLoginVerifyWorld alongside other per-session
state. Also clear learnedTalents_, unspentTalentPoints_, and
activeTalentSpec_ at world entry so reconnects and character switches
start from a clean talent state instead of carrying over stale data.
- Track PLAYER_REST_STATE_EXPERIENCE update field for all expansions
(WotLK=636, Classic=718, TBC=928, Turtle=718)
- Set isResting_ flag from SMSG_SET_REST_START packet
- XP bar shows rested bonus as a lighter purple overlay extending
beyond the current fill to (currentXp + restedXp) position
- Tooltip text changes to "%u / %u XP (+%u rested)" when bonus exists
- "zzz" indicator shown at bar right edge while resting
- Nameplates: player names always rendered regardless of V-key toggle;
separate cull distance 40u (players/target) vs 20u (NPCs); cyan name
color for other players; fade alpha scales with cull distance
- Level-up: add expanding golden ring burst (3 staggered waves, 420u
max radius) + full-screen flash to renderDingEffect(); M2 LevelUp.m2
is still attempted as a bonus on top
- Vanilla tile loading: add AssetManager::setBaseFallbackPath() so that
when the primary manifest is an expansion-specific DBC-only subset
(e.g. Data/expansions/vanilla/), world terrain files fall back to
the base Data/ extraction; wired in Application::initialize()
- Warden: map a null guard page at address 0x0 in the Unicorn emulator
so NULL-pointer reads in the module don't crash with UC_ERR_MAP;
execution continues past the NULL read for better diagnostics
- game: clear pendingNameQueries on player out-of-range and DESTROY_OBJECT so
re-entering players get a fresh name query instead of being silently skipped
- game: add 5s periodic name resync scan that re-queries players with empty names
and no pending query, recovering from dropped CMSG_NAME_QUERY responses
- warden: fix UC_ERR_MAP by moving HEAP_BASE from 0x200000 to 0x20000000; the old
heap [0x200000, 0x1200000) overlapped the module at 0x400000, causing Unicorn to
reject the heap mapping and abort emulator initialisation
- warden: add early overlap check between module and heap regions to catch future
layout bugs at init time
- assets: add loadDBCOptional() which logs at DEBUG level when a DBC is absent,
for files that are not distributed on all expansions
- assets: use loadDBCOptional for Item.dbc (absent on Vanilla 1.12 clients) and
fall back to server-sent itemInfoCache displayInfoId for NPC weapon resolution
processAsyncNpcCompositeResults() had no per-frame budget cap, so when
many NPCs finished async skin compositing simultaneously (e.g. right
after world load), all results were finalized in a single frame causing
up to 284ms frame stalls. Apply the same 2ms budget pattern used by
processAsyncCreatureResults. Load screen still processes all pending
composites without the cap (unlimited=true).
The selection circle was positioned using the entity's game-logic
interpolator (entity->getX/Y/Z), while the actual M2 model is
positioned by CharacterRenderer's independent interpolator (moveInstanceTo).
These two systems can drift apart during movement, causing the circle
to appear under the wrong position relative to the visible model.
Fix: add CharacterRenderer::getInstancePosition / Application::getRenderPositionForGuid
and use the renderer's inst.position for XY (with footZ override for Z)
so the circle always tracks the rendered model exactly. Falls back to
the entity game-logic position when no CharacterRenderer instance exists.
Parse the full and single-update variants of MSG_RAID_TARGET_UPDATE to
track which guid carries each of the 8 raid icons (Star/Circle/Diamond/
Triangle/Moon/Square/Cross/Skull). Marks are cleared on world transfer.
The target frame now shows the Unicode symbol for the target's raid mark
in its faction color to the left of the name. Nameplates show the same
symbol to the left of the unit name for all nearby marked units.