Remove frame throttling that skipped shadow updates in dense scenes,
causing visible flicker on player and NPCs. Reduce shadow half-extent
from 180 to 60 for 3x higher resolution on nearby shadows.
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.
- Split M2 instances into fast-path index lists (animated, particle-only,
particle-all, smoke) to avoid iterating all 46K instances per frame
- Cache model flags (hasAnimation, disableAnimation, isSmoke, etc.) on
M2Instance struct to eliminate per-frame hash lookups
- Replace full rebuildSpatialIndex on position/transform updates with
incremental grid cell remove+add, preventing 8.5ms/frame rebuild cost
- Advance animTime for all instances (texture UV animation) but only
compute bones and particles for the ~3K that need it
M2_UPDATE: 10.7ms → 2.0ms, FPS: 35 → 55-59
The single sceneColorImage races between frames with MAX_FRAMES_IN_FLIGHT=2:
frame N-1's water shader reads it while frame N's captureSceneHistory writes
it via vkCmdCopyImage. Pipeline barriers only sync within a single command
buffer, not across submissions on the same queue.
This caused VK_ERROR_DEVICE_LOST after ~700 frames on any map with water.
Disable the capture entirely for now — water renders without refraction.
TODO: allocate per-frame scene history images to eliminate the race.
Three fixes:
1. Water captureSceneHistory gated on hasSurfaces() — the image layout
transitions (PRESENT_SRC→TRANSFER_SRC→PRESENT_SRC) were running every
frame even on WMO-only maps with no water, causing VK_ERROR_DEVICE_LOST.
2. Tile cache invalidation: softReset() now clears tileCache_ since cache
keys are (x,y) without map name — prevents stale cross-map cache hits.
3. Copy terrain/mesh into TerrainTile instead of std::move — the moved-from
PendingTile was cached with empty data, so subsequent map loads returned
tiles with 0 valid chunks from cache.
Also adds diagnostic skip env vars (WOWEE_SKIP_TERRAIN, WOWEE_SKIP_SKY,
WOWEE_SKIP_PREPASSES) and a 0-chunk warning in loadTerrain.
After VK_ERROR_DEVICE_LOST, beginFrame returns VK_NULL_HANDLE but
renderWorld() and renderHUD() were still called, passing the null
handle to vkCmdBindPipeline which triggered a validation abort.
Root cause: LOGIN_VERIFY_WORLD path did not set areaTriggerCheckTimer_ or
areaTriggerSuppressFirst_, so the Stockades exit portal (AT 503) fired
immediately on login, teleporting the player back to Stormwind and crashing
the GPU during the unexpected map transition.
Fixes:
- Set 5s area trigger cooldown + suppress-first in handleLoginVerifyWorld
(same as SMSG_NEW_WORLD handler already did for teleports)
- Add deviceLost_ flag to VkContext so beginFrame returns immediately once
VK_ERROR_DEVICE_LOST is detected, preventing infinite retry loops
- Track device lost from both fence wait and queue submit paths
- Extract initializeRenderers() from loadTestTerrain() so WMO-only maps
(dungeons/raids) initialize renderers directly without a dummy ADT path
- Defer setState(IN_GAME) until after processing any pending deferred world
entry, preventing brief IN_GAME flicker on the wrong map
- Remove verbose area trigger debug logging (every-second position spam)
Reset descriptor pools in CharacterRenderer/M2Renderer/WMORenderer on map
change to prevent VK_ERROR_DEVICE_LOST from pool exhaustion. Defer re-entrant
SMSG_NEW_WORLD during active world load to avoid recursive cleanup crashes.
Gate swim bubbles on swimming state, skip redundant shadow pipeline re-init,
add WOWEE_SKIP_* env vars for render isolation debugging.
- Fix shutdown hang: skip vmaDestroyAllocator (walked thousands of allocations),
replace unsafe pthread_timedjoin_np with plain join + early-exit checks in workers
- Bank window: full icon rendering, click-and-hold pickup (0.10s), drag-drop for
all bank slots including bank bag equip slots, same-slot drop detection
- Loading screen: process one tile per frame for live progress updates
- Camera reset: trust server position in online mode to avoid spawning under WMOs
- Fix PLAYER_BYTES/PLAYER_BYTES_2 field indices, preserve purchasedBankBagSlots
across inventory rebuilds, fix bank slot purchase result codes
Remove freeze-while-moving and idle smoothing logic from shadow
center computation. Texel snapping already prevents shimmer, so
the shadow projection can track the player directly each frame.
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.
- Spawn dark point-sprite insects buzzing around cattails/reeds/kelp/seaweed
- Fix firefly M2 particles: exempt from alpha dampening and forced gravity
- Make water shoreline/crest foam more irregular with UV warping and bluer tint
- Play WaterFootstep splash sounds when wading in shallow water
- Spawn foot splash particles at water surface on each water footstep
- Reduce inland water wave amplitude from 0.18 to 0.08 for calmer lakes
- Use authoritative playerRace/playerGender at spawn for voice profiles
instead of unreliable model name parsing
- Support nonbinary gender with useFemaleModel body type fallback
- Move voice setup into spawnPlayerCharacter() for all spawn paths
- Remove legacy single-player default Human Male clip preloading
- Make loading screen text black and move progress bar to top
Strip 26 chrono::now() timing calls per frame from renderer update loop,
periodic LOG_INFO/LOG_DEBUG from terrain/character/quest/heartbeat paths,
and dead m2ProfileCounter variable.
- Fix MLIQ vertex stride: each vertex is 8 bytes (4 flow + 4 height), not 4
- Use MLIQ tile flags to mask out tiles with no liquid (bridges, covered areas)
- Disable wave displacement on WMO water to prevent edge slosh artifacts
- Convert screen-space depth to vertical depth for shoreline foam and water
transparency, preventing false shoreline effects on occluding geometry
- Add underwater blue fog overlay and scene fog shift (terrain water only)
- Add getNearestWaterHeightAt to avoid false underwater detection from
elevated WMO water surfaces
- Tint refracted scene toward water color to mask occlusion edge artifacts
- Lower WMO water by 1 unit to match terrain water level
- Skybox now uses DBC sky colors (skyTop/skyMiddle/skyBand1/skyBand2) instead
of hardcoded C++ color curves, with 3-band gradient and Rayleigh/Mie scattering
- Clouds receive sun direction for lit edges, self-shadowing, and silver lining
- Fixed sun quad box artifact with proper edge fade in celestial shader
- Lens flare attenuated by fog, cloud density, and weather intensity
- Replaced garish green/purple lens flare ghosts with warm natural palette
- Added zone-based weather system for single-player mode with per-zone rain/snow
configuration, probability-based activation, and smooth intensity transitions
- Server SMSG_WEATHER remains authoritative when connected to a server
Water scene history textures and 1x pass resources were not recreated on
window resize/fullscreen, causing stale undersized textures that produced
directional transparency artifacts.
Player interaction ripples: vertex shader adds radial damped-sine displacement
centered on player position, fragment shader adds matching normal perturbation
for specular highlights. Player XY packed into shadowParams.zw, ripple strength
into fogParams.w. Separate 1x render pass for water when MSAA is active to
avoid MSAA-induced darkening — water renders after main pass resolves, using
the resolved swapchain image and depth resolve target. Water 1x framebuffers
rebuilt on swapchain recreate (window resize).
- Add .setMultisample() to minimap display pipeline and recreatePipelines() for MSAA changes
- Defer all swapchain recreation in window.cpp to beginFrame() via markSwapchainDirty()
to prevent mid-frame render pass destruction crashes on resolution/fullscreen change
- Move spawnPlayerCharacter() call to after loadTestTerrain() where character renderer exists
MSAA change was called mid-frame from settings UI, destroying the render pass
and framebuffers while the command buffer was still recording. Now deferred
via pendingMsaaSamples_ flag, applied in beginFrame() before any GPU state.
Also add +180° to M2 game object orientation to fix facing direction.
Render pass begin used 2 clear values but MSAA render pass has 3
attachments (MSAA color, depth, resolve). Vulkan requires clear
value count >= attachment count, causing a driver crash at 8x.
Also fix renderYawM2 reference removed in previous commit.
- Add error handling: revert to 1x if recreateSwapchain fails
- Clamp requested MSAA to device maximum before applying
- Retry MSAA color image allocation without TRANSIENT on failure
- Remove redundant vkDeviceWaitIdle from WMO/M2/Character recreatePipelines
(caller already waits once, was causing ~13 stalls instead of 1)
- renderWorld() now calls wmoRenderer, characterRenderer, m2Renderer (+smoke,
particles) in the correct opaque→transparent order; water moved after all
opaques; per-subsystem timing active in live path
- Deleted the 310-line #if 0 GL stub block and removed #include <GL/glew.h>
(last GL reference in renderer.cpp)
- Full-screen overlay pipeline (postprocess.vert + overlay.frag, alpha blend,
no depth test/write) for underwater tint; lazily initialized, renders a blue
tint when camera is meaningfully below the water surface; canal vs open-water
tint colours preserved from original design
- overlay.frag.glsl / overlay.frag.spv added
- drive shadow light direction from live LightingManager directionalDir
- normalize shadow light to downward-facing convention with grazing-angle guard
- make celestial/sky sun placement robust to directionalDir convention mismatches
- keep visible sun above horizon while preserving shadow alignment
- ensure player transform sync is not gated by third-person so player shadow stays consistent
- hold shadow projection center during movement and snap once on stop to remove delayed catch-up
- smooth foliage caster transitions using blended phase-shifted UV samples
- tune foliage motion frequencies/amplitudes for less popping
- increase shadow map resolution to 2048 and retune terrain PCF texel scale
- increase global shadow strength from 0.62 to 0.68 for stronger, clearer shadows
- keep shadow projection center fixed while moving to remove per-frame projection churn flicker
- replace delayed post-move catch-up with immediate stop transition and idle smoothing
- rework foliage shadow caster motion to use blended phase-shifted UV samples for continuous position transitions
- reduce high-frequency foliage threshold popping by removing threshold warping path
- sharpen terrain receive filtering with tuned 5-tap PCF weights/offset for more detailed shadows
- raise shadow map resolution to 1536 and keep light-space texel snapping for stable sampling
- set shadows enabled by default and lower global shadow strength from 0.65 to 0.62
- keep foliage animation speed consistent between moving and idle at 80%
Hide NPC cloak/object-skin mesh when no cape texture resolves by using a transparent texture fallback, preventing skin-texture bleed on cloaks. Tighten NPC equipment region compositing by slot and add safe humanoid geoset selection to avoid robe-over-pants conflicts and odd pants texturing.
Reduce login/runtime hitching by deferring non-critical world-system initialization across frames, lowering per-frame transport doodad spawn budget, and demoting high-volume transport/MO_TRANSPORT diagnostics to debug. Gate M2 glow diagnostics behind WOWEE_M2_GLOW_DIAG and make zone music prewarm opt-in via WOWEE_PREWARM_ZONE_MUSIC.
Keep the targeting ring anchored near target feet by filtering floor probes to a local Z window, preventing unrelated upper/lower WMO surfaces from hijacking ring height.
Also keeps the ring render pass after WMO geometry and before character/M2 passes so it remains visible through terrain/WMO while still rendering behind units.
- Render selection circle before character/WMO/M2 passes\n- Disable depth test during selection pass so terrain does not occlude it\n- Keep model passes after selection so monsters/M2s render over the ring
Selection ring rendering has been upgraded to better match WoW-like target feedback and remain readable across complex geometry.
Visual updates:
- Reworked ring mesh/shader from a simple two-band strip to a unit-disc + radial fragment shaping.
- Implemented a thinner outer ring profile.
- Added an inward color/alpha gradient that fades from the ring toward the center.
Placement/anchoring updates:
- Added CharacterRenderer::getInstanceFootZ() to query model foot plane from instance bounds.
- Added Application::getRenderFootZForGuid() to resolve per-GUID foot height via live instance mapping.
- Updated GameScreen target selection placement to anchor the effect at target foot Z.
Ground/surface stability:
- In renderSelectionCircle(), added floor clamping against terrain, WMO, and M2 floor probes at target XY.
- Raised final placement offset to reduce residual clipping on uneven surfaces.
Depth/visibility behavior:
- Added polygon offset during ring draw to reduce z-fighting.
- Disabled depth testing for the selection effect draw pass (with state restore) so the ring remains visible through terrain/WMO occluders, per requested behavior.
State safety:
- Restored modified GL state after selection pass (depth test / polygon offset / depth mask / cull).
Build validation:
- Verified with cmake build target "wowee" after each stage; final build succeeds.
Combat state/UI:
- Split attack intent from server-confirmed auto attack in GameHandler.
- Add explicit combat state helpers (intent, confirmed, combat-with-target).
- Update player/target frame and renderer in-combat indicators to use confirmed combat.
- Add intent-only visual state in UI to avoid false combat feedback.
Animation correctness:
- Correct combat-ready animation IDs to canonical ready stances (22/23/24/25).
- Remove hit/wound-like stance behavior caused by incorrect ready IDs.
Classic/TBC/Turtle melee reliability:
- Tighten melee sync while attack intent is active: faster swing resend, tighter facing threshold, and faster facing cadence for classic-like expansions.
- Send immediate movement heartbeat after facing corrections and during stationary melee sync windows.
- Handle melee error opcodes explicitly (NOTINRANGE/BADFACING/NOTSTANDING/CANT_ATTACK) and immediately resync facing/swing where appropriate.
- On ATTACKSTOP with persistent intent, immediately reassert ATTACKSWING.
- Increase movement heartbeat cadence during active classic-like melee intent.
Server compatibility/anti-cheat stability:
- Restrict legacy force-movement/speed/teleport ACK behavior for classic-like flows to avoid unsolicited order acknowledgements.
- Preserve local movement state updates while preventing bad-order ACK noise.
Use actual WoW 3.3.5a PlayerExertions and Vox sound paths from MPQ
manifests for attack grunts, wounds, and death sounds. Handle Blizzard
naming quirks (HumanFeamle typo, OrcMale no Final suffix, Scourge→Undead).
Add COMBAT_IDLE animation state with ready weapon stance between swings.
Restore deleted MPQ sound manifest docs.
Replace 2D screen-space ding rings with real WoW LevelUp.m2 particle/geometry
effect. Fix FBlock particle color parsing (C3Vector floats, not CImVector bytes)
which was producing blue/red instead of golden yellow. Spell effect models bypass
particle dampeners, glow sprite conversion, Mod→Additive blend override, and all
collision (floor/wall/camera) to prevent camera zoom-in. Other players' level-ups
trigger the 3D effect at their position with group chat notification. F7 hotkey
for testing.
Two bugs caused the client to look like a bot to server GMs:
1. Strafe animation played during forward+strafe (W+A) instead of the
walk/run animation. Added pureStrafe guard so strafe animations only
play when exclusively strafing (no forward key or auto-run active).
2. CMSG_MOVE_SET_FACING was never sent on mouse-look turns. The server
predicts movement from the last known facing; without SET_FACING the
heartbeat position appeared to teleport each time the player changed
direction. Now sent at up to 10 Hz whenever facing changes >3°,
skipped while keyboard-turning (handled server-side by TURN flags).