Parse the flight-master POI status packet (guid + uint8 status) and cache
it per-NPC in taxiNpcHasRoutes_. Exposes taxiNpcHasRoutes(guid) accessor
for future nameplate/interaction indicators. Previously this packet was
silently consumed without any state tracking.
Previously all player spell casts played ARCANE school sounds regardless
of the actual spell school. Now loadSpellNameCache() reads SchoolMask
(bitmask, TBC/WotLK) or SchoolEnum (Vanilla/Classic) from Spell.dbc and
stores it in SpellNameEntry. handleSpellStart/handleSpellGo look up the
spell's school and select the correct MagicSchool for cast sounds.
DBC field indices: WotLK SchoolMask=225 (verified), TBC=215, Classic/Turtle
SchoolEnum=1 (Vanilla enum 0-6 converted to bitmask).
- Add birdSounds_ and cricketSounds_ AmbientSample vectors to
AmbientSoundManager, loaded from WoW MPQ paths:
BirdAmbience/BirdChirp01-06.wav (up to 6 variants, daytime) and
Insect/InsectMorning.wav + InsectNight.wav (nighttime). Missing files
are silently skipped so the game runs without an MPQ too.
- updatePeriodicSounds() now plays a randomly chosen loaded variant
at the scheduled interval instead of the previous no-op placeholder.
- Remove stale "TODO Phase 6: Vulkan underwater overlay" comment from
Renderer::initialize(); the feature has been fully implemented in
renderOverlay() / the swim effects pipeline since that comment was
written.
Add initializeShadow() to TerrainRenderer that creates a depth-only
shadow pipeline reusing the existing shadow.vert/frag shaders (same
path as WMO/M2/character renderers). renderShadow() draws all terrain
chunks with sphere culling against the shadow coverage radius. Wire
both init and draw calls into Renderer so terrain now casts shadows
alongside buildings and NPCs.
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.
The boneDescPool_ had MAX_BONE_SETS=2048 but sets were never freed when
instances were removed (only when clear() reset the whole pool on map load).
As tiles streamed in/out, each new animated instance consumed 2 pool slots
(one per frame index) permanently. After ~1024 animated instances created
total, vkAllocateDescriptorSets began failing silently and returning
VK_NULL_HANDLE. render() skips instances with null boneSet[frameIndex],
making them invisible — appearing as per-frame flicker as the culling pass
included them but the render pass excluded them.
Fix: destroyInstanceBones() now calls vkFreeDescriptorSets() for each
non-null boneSet before destroying the bone SSBO. The pool already had
VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT set for this purpose.
Also increased MAX_BONE_SETS from 2048 to 8192 for extra headroom.
coordinates.hpp: serverToCanonicalYaw now computes s - π/2 instead of π/2 - s.
The codebase uses atan2(-dy, dx) as its canonical yaw convention, where server
direction (cos s, sin s) in (server_X, server_Y) becomes (sin s, cos s) in
canonical after the X/Y swap, giving atan2(-cos s, sin s) = s - π/2.
canonicalToServerYaw is updated as its proper inverse: c + π/2.
The old formula (π/2 - s) was self-inverse and gave the wrong east/west facing
for any NPC not pointing north or south.
game_screen.cpp: Nameplate NDC→screen Y no longer double-inverts. The camera
bakes the Vulkan Y-flip into the projection matrix (NDC y=-1 = screen top,
y=+1 = screen bottom), so sy = (ndc.y*0.5 + 0.5) * screenH is correct.
The previous formula subtracted from 1.0 which reflected nameplates vertically.
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.
XP gain was previously shown as a HEAL entry (green +N) which conflates
it with actual healing. New XP_GAIN type renders as purple '+N XP' in the
outgoing column, matching WoW's floating XP style.
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.
Parse SPELLENERGIZELOG (victim/caster packed GUIDs + spellId + powerType +
amount) and emit ENERGIZE combat text for mana/energy gains. Add ENERGIZE
to CombatTextEntry::Type enum (blue +N text).
Also add explicit renderCombatText cases for BLOCK, PERIODIC_DAMAGE,
PERIODIC_HEAL, and ENVIRONMENTAL — previously all fell through to the
colourless default handler.
stopMusic(fadeMs) previously had (void)fadeMs with no fade logic.
Added fadingOut/fadeOutTimer/fadeOutDuration/fadeOutStartVolume state
and wired update() to interpolate volume to zero then stop playback.
Also clean up DuelProposedPacket comment (removed misleading TODO label).
Add AmbientSoundManager::setZoneId() that maps WoW zone IDs to the
appropriate ZoneType (forest/grasslands/desert/jungle/marsh/beach) or
CityType (Stormwind/Ironforge/Darnassus/Orgrimmar/Undercity/ThunderBluff)
and delegates to setZoneType/setCityType. Call it from the renderer's
zone transition handler so zone ambience (looping sounds, city bells,
etc.) actually activates when the player enters a zone.
Add PlayPositionalSoundCallback that carries both soundId and sourceGuid.
In Application, look up the source entity position and play via
AudioEngine::playSound3D(); fall back to playSound2D() when the entity
is unknown. Also read the 8-byte sourceGuid field from the packet
(previously the full 12-byte payload was ignored).
Add PlaySoundCallback to GameHandler (same pattern as PlayMusicCallback).
When SMSG_PLAY_SOUND arrives, resolve the soundId through SoundEntries.dbc
(fields 3-12 = files, field 23 = DirectoryBase) and play the first found
file as a 2-D sound effect via AudioEngine::playSound2D(). Previously the
opcode was parsed and dropped.
texture.hpp / texture.cpp implemented an unfinished OpenGL texture loader
(loadFromFile was a TODO stub) that had no callers — the project's texture
loading is entirely handled by VkTexture (vk_texture.hpp/cpp) after the
Vulkan migration. Remove both files and their CMakeLists entries.
Add ZoneManager::enrichFromDBC() which walks AreaTable.dbc (field 8 = ZoneMusicId)
→ ZoneMusic.dbc (fields 6/7 = day/night SoundEntryIds) → SoundEntries.dbc
(fields 3-12 = files, field 23 = DirectoryBase) and appends MPQ music paths for
all zones in the DBC, covering ~2300+ areas vs the previous ~15 hardcoded entries.
Existing hardcoded paths are preserved as the primary pool; DBC paths are added
only if not already present. Called from Renderer::init() after initialize().
Correct SoundEntries.dbc field access in the PlayMusic callback: file names are at
fields 3-12 (not 2-11) and DirectoryBase is at field 23 (not 22). Field 2 is the
Name label string, not a file path.
Remove dead detectVoiceType(creatureEntry) from NpcVoiceManager — it was never
called; actual voice detection uses detectVoiceTypeFromDisplayId() in Application.
- 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.
Add PlayMusicCallback to GameHandler so SMSG_PLAY_MUSIC (and the
vanilla 0x0103 alias) dispatch a soundId to the registered handler
instead of being silently consumed. Application.cpp registers the
callback, loads SoundEntries.dbc, resolves the first non-empty
Name+DirectoryBase into an MPQ path, and passes it to MusicManager
for non-looping playback. Resolves the TODO in the SMSG_PLAY_MUSIC
handler.
- Send CMSG_QUERY_QUESTS_COMPLETED on initial world entry so
completedQuests_ is populated from the server response
- Clear completedQuests_ on world entry to avoid stale data across sessions
- Add isQuestCompleted(questId) and getCompletedQuests() public accessors
to allow UI layers to filter NPC quest offers by completion state
- 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
- SMSG_BUY_ITEM: log successful purchase and clear pending buy state
- SMSG_CRITERIA_UPDATE: log achievement criteria progress (no UI yet)
- SMSG_BARBER_SHOP_RESULT: show success/failure message in chat
- SMSG_OVERRIDE_LIGHT: store zone light override id + transition time, expose via getOverrideLightId()/getOverrideLightTransMs()
- Add Reputation tab in character screen tab bar (Equipment/Stats/Reputation/Skills)
- Implement renderReputationPanel() showing all tracked factions sorted alphabetically
- Progress bars colored per WoW reputation tier: Hated/Hostile/Unfriendly/Neutral/Friendly/Honored/Revered/Exalted
- Add public getFactionNamePublic() backed by DBC name cache with lazy load
- 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_GOSSIP_POI: parse map POI markers (x/y/icon/name) from quest NPCs, render as
cyan diamonds on the minimap with hover tooltips for quest navigation
- SMSG_ATTACKSWING_DEADTARGET: clear auto-attack when target dies mid-swing
- SMSG_CANCEL_COMBAT: server-side combat reset (clears autoAttacking + target)
- SMSG_BREAK_TARGET / SMSG_CLEAR_TARGET: server-side targeting clears
- SMSG_DISMOUNT: server-forced dismount triggers mountCallback(0)
- SMSG_MOUNTRESULT / SMSG_DISMOUNTRESULT: mount feedback in system chat
- SMSG_LOOT_ALL_PASSED: "Everyone passed on [Item]" system message, clears loot roll
- SMSG_LOOT_ITEM_NOTIFY / SMSG_LOOT_SLOT_CHANGED: consumed
- SMSG_SPELLLOGMISS: decode miss/dodge/parry/block from spell casts into combat text
- SMSG_ENVIRONMENTALDAMAGELOG: environmental damage (drowning/lava/fall) in combat text
- GossipPoi struct + gossipPois_ vector in GameHandler with public getters/clearers
- 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)
Parse and store dungeon/raid lockout data sent on login:
- mapId, difficulty, resetTime (Unix timestamp), locked, extended flags
- Stored in instanceLockouts_ vector for UI / LFG / dungeon state queries
- Public InstanceLockout struct + getInstanceLockouts() accessor
Add full client-side handling for the Looking For Dungeon system:
- SMSG_LFG_JOIN_RESULT: parse join success/failure, surface error message
- SMSG_LFG_QUEUE_STATUS: track dungeon ID, avg wait time, time in queue
- SMSG_LFG_PROPOSAL_UPDATE: detect proposal state (active/passed/failed)
- SMSG_LFG_ROLE_CHECK_UPDATE: surface role check progress/failure
- SMSG_LFG_UPDATE_PLAYER/PARTY: track queue state transitions
- SMSG_LFG_PLAYER_REWARD: show dungeon completion reward in chat
- SMSG_LFG_BOOT_PROPOSAL_UPDATE: show vote-kick status in chat
- SMSG_LFG_TELEPORT_DENIED: surface reason for teleport failure
- SMSG_LFG_DISABLED/OFFER_CONTINUE and informational packets consumed
Outgoing: lfgJoin(), lfgLeave(), lfgAcceptProposal(), lfgTeleport()
State: LfgState enum + lfgState_/lfgDungeonId_/lfgAvgWaitSec_ members
SMSG_STANDSTATE_UPDATE:
- Parse uint8 stand state from server confirmation packet
- Store in standState_ member (0=stand, 7=dead, 8=kneel, etc.)
- Expose getStandState(), isSitting(), isDead(), isKneeling() accessors
SMSG_ITEM_PUSH_RESULT:
- Parse full WotLK 3.3.5a payload: guid, received, created, showInChat,
bagSlot, itemSlot, itemId, suffixFactor, randomPropertyId, count, totalCount
- Show "Received: <name> x<count>" chat notification when showInChat=1
- Queue item info lookup via queryItemInfo so name resolves asap
- 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