- 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)
SMSG_CLEAR_COOLDOWN: remove spell cooldown from cache and clear action bar
slot's remaining cooldown immediately (e.g. after item use, trinket proc).
SMSG_MODIFY_COOLDOWN: adjust an existing cooldown duration by a signed delta
in milliseconds (used by glyphs, Borrowed Time, etc.).
- SMSG_INSTANCE_SAVE_CREATED: notify player they are saved to instance
- SMSG_RAID_INSTANCE_MESSAGE: surface warning/save/welcome notifications
- SMSG_INSTANCE_RESET: clear matching lockout from cache + notify
- SMSG_INSTANCE_RESET_FAILED: report reset failure reason to player
- SMSG_INSTANCE_LOCK_WARNING_QUERY: auto-confirm with CMSG_INSTANCE_LOCK_RESPONSE
(entering a saved instance; sends acceptance so the player can proceed)
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
macOS: 'dxc' is not a valid Homebrew formula — the failing brew install line
was aborting early, preventing SDL2 and other packages from being installed.
Removed 'dxc' from the brew install command.
Linux arm64 / Windows: the add_dependencies(wowee wowee_fsr3_official_runtime_copy)
forced the FSR3 Kits build (including VK permutation generation) into every
normal cmake --build invocation. This broke arm64 (no DXC binary available) and
Windows MSYS2 (bash script ran in wrong shell context, exit 127). The FSR3 Path A
runtime is now a strictly opt-in artifact — build it explicitly with:
cmake --build build --target wowee_fsr3_official_runtime_copy
The main wowee binary still loads it dynamically at runtime when present and
falls back gracefully when it is not.
Linux arm64 (Exec format error):
- The script was downloading the x86_64 DXC release on all Linux hosts;
on aarch64 runners the x86_64 ELF fails with EXEC_FORMAT_ERROR at
shader compilation time. Add uname -m guard: when running on aarch64/
arm64 Linux without a DXC in PATH, exit 0 with an advisory message
rather than downloading an incompatible binary. The FSR3 SDK build
proceeds as it did before the permutation script was introduced
(permutation headers are expected to be pre-built in the SDK checkout).
Windows (bash: command not found, exit 127):
- cmake custom-target COMMANDs run via cmd.exe on Windows even when
cmake is configured from a MSYS2 shell, so bare 'bash' is not resolved.
- Use find_program(BASH_EXECUTABLE bash) at configure time (which runs
under shell: msys2 in CI and thus finds the MSYS2 bash at its native
Windows-absolute path). When bash is found, embed the full path in the
COMMAND; when not found (unusual non-MSYS2 Windows setups), skip the
permutation step and emit a STATUS message.
SMSG_MONSTER_MOVE_TRANSPORT (handleMonsterMoveTransport):
- Parse full WotLK 3.3.5a spline payload after the transport-local start
position: splineId, moveType, facing data (spot/target/angle), splineFlags,
Animation flag block, duration, Parabolic flag block, pointCount, waypoints
- Extract destination in transport-local server coords, compose to world
space via TransportManager, then call entity->startMoveTo() with the
spline duration so NPC movement interpolates smoothly instead of teleporting
- Handle all facing modes (FacingSpot/Target/Angle/normal) in transport space
- Degenerate cases (no spline data, moveType==1 stop, no transport manager)
fall back to snapping start position as before
SMSG_QUESTLOG_FULL:
- This opcode is a zero-payload notification meaning the quest log is at
capacity (25 quests); it does not carry quest log data
- Replace placeholder LOG_INFO stubs with a proper "Your quest log is full."
chat notification and a single LOG_INFO
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