Level-up now calls triggerDing() (sound + emote + fade text) in addition to
the screen flash. Achievement earned now calls triggerAchievementToast() via
setAchievementEarnedCallback(), making the existing toast animation visible.
Adds castIsChannel flag set on MSG_CHANNEL_START, cleared on all cast resets.
Cast bar now drains right-to-left in blue for channels vs gold fill for casts.
Implements setRaidMark() using the existing RaidTargetUpdatePacket and exposes
it via right-click on target frame, party member frames, and raid cell frames.
Holding Shift while right-clicking any non-quest inventory item opens a
destroy confirmation popup instead of performing the normal equip/use
action. Item tooltips now show a 'Shift+RClick to destroy' hint at the
bottom (highlighted in red when Shift is held).
Shows a "New messages" button below the chat history area when the
user has scrolled away from the latest messages. Clicking it jumps
back to the most recent messages.
When the player is a ghost, shows a small X marker at the corpse
position on the minimap. If the corpse is off-screen, draws an edge
arrow on the minimap border pointing toward it.
Adds a name search input and All/Active/Ready radio buttons above the
quest list. Clears the filter automatically when openAndSelectQuest() is
called so the target quest is always visible.
When the player gains a level, a golden vignette flashes on screen edges
and a large "Level X!" text briefly appears in the center, both fading
over ~1 second. Uses the existing LevelUpCallback from GameHandler.
Up arrow in the chat input field recalls previously sent messages.
Down arrow moves forward through history; going past the end clears input.
History stores up to 50 unique entries and resets position after each send.
Ctrl+clicking on the minimap converts screen position to world coordinates
and sends MSG_MINIMAP_PING to the server. A local ping is also added
immediately so the sender sees their own ping.
/target <name> searches visible entities by case-insensitive prefix match.
Red vignette flashes on screen edges when player HP drops, fading over 0.5s.
Adds a 0.5x-2.0x scale slider under Nameplates in the Interface settings tab. The scale multiplies the base 80×8px nameplate health bar dimensions. Setting is persisted to settings.cfg as 'nameplate_scale'.
When the player is a ghost, the 'Resurrect from Corpse' popup now shows how many yards away the corpse is, updating in real-time as the ghost moves. Distance is only shown when the corpse is on the same map.
Adds a 0.5x-1.5x scale slider under Action Bars in the Interface settings tab. The scale multiplies the base 48px slot size for both the main bar and XP bar layout calculations. The setting is persisted to settings.cfg as 'action_bar_scale'.
Parses reward money, guaranteed items, and choice items from SMSG_QUEST_QUERY_RESPONSE fixed header for both Classic/TBC (40-field) and WotLK (55-field) layouts. Rewards are shown in the quest details pane below objective progress with icons, names, and counts.
Chests (and lockboxes, coffers, etc.) failed to open because CMSG_LOOT
was only sent on Classic/Turtle expansions, and only when GO type was
already cached as type 3. Fix: always send CMSG_LOOT after
CMSG_GAMEOBJ_USE (server silently ignores it for non-lootable objects).
Also broaden CMSG_GAMEOBJ_REPORT_USE to all non-mailbox WotLK GOs.
Latency meter: record pingTimestamp_ in sendPing() and compute RTT in
handlePong(); add toggleable "Show Latency Meter" checkbox in Interface
settings (saved to settings.cfg).
The delayed-opening logic conflicted with quest details' use of the same
questDetailsOpenTime variable, causing the reward dialog to never appear.
Reverted to immediately opening the window. Item info queries are still
triggered, but will populate asynchronously with placeholders shown initially.
Add 100ms delay before opening the quest offer reward dialog, giving item
info queries time to complete. Prevents "Item X" placeholders where players
can't see item names or icons needed to choose rewards. Reuses the existing
questDetailsOpenTime mechanism with delayed flag check in isQuestOfferRewardOpen().
Quest reward items (both in details and offer-reward windows) were showing as "Item {itemId}"
placeholders because the window opened immediately after receiving SMSG_QUESTGIVER_QUEST_DETAILS,
before the item query responses from pre-fetched queries had time to arrive.
Solution: Delay opening the quest details window by 100ms to allow item queries to complete
and be cached before the window first renders. Uses std::chrono::steady_clock for timing.
- Add questDetailsOpenTime field to track delayed opening timestamp
- Modify isQuestDetailsOpen() to check timer and open window when time expires
- Reset timer whenever quest details window closes
- Updated comment to clarify pre-fetch benefits both details and offer-reward windows
Add upfront validation to setPlayerOnTransport to ensure the transport
GUID is registered in transportGuids_ before attaching the player. This
prevents transport desyncs when movement packets reference transports
that haven't been spawned/registered yet.
Implement quick-access quality presets (Low, Medium, High, Ultra) that adjust multiple graphics settings at once for better user experience. Each preset configures:
- Shadow rendering and distance
- Anti-aliasing (MSAA) level
- Normal mapping and parallax mapping
- Ground clutter density
The system automatically detects when settings deviate from a preset and marks them as "Custom". Presets are persisted to settings.cfg for consistency across sessions. Users can quickly switch between performance and quality modes or tweak individual settings as needed.
Move ShadowParamsUBO from 5 separate shadow rendering functions (2 in
m2_renderer, 1 in terrain_renderer, 1 in wmo_renderer) into shared
vk_frame_data.hpp header. Eliminates 5 identical local struct definitions
and improves consistency across all shadow pass implementations. Structure
layout matches shader std140 uniform buffer requirements.
Move envSizeMBOrDefault and envSizeOrDefault from 4 separate rendering
modules (character_renderer, m2_renderer, terrain_renderer, wmo_renderer)
into shared vk_utils.hpp header as inline functions. Use the most robust
version which includes overflow checking for MB-to-bytes conversion. This
eliminates 7 identical local function definitions and improves consistency
across all rendering modules.
Move ShadowPush from 4 separate rendering modules (character_renderer,
m2_renderer, terrain_renderer, wmo_renderer) into shared vk_frame_data.hpp
header. This eliminates 4 identical local struct definitions and ensures
consistency across all shadow rendering passes. Add vk_frame_data.hpp include
to character_renderer.cpp.
Consolidated duplicate attachment point resolution code used by both
attachWeapon() and getAttachmentTransform(). New findAttachmentBone()
helper encapsulates the complete lookup chain: attachment by ID, fallback
scan, key-bone fallback, and validation. Eliminates ~55 lines of duplicate
code while improving maintainability and consistency.
- Add showMinimap_ and showRaidFrames_ visibility flags to GameScreen
- Wire up TOGGLE_MINIMAP (M key) to toggle minimap visibility
- Wire up TOGGLE_RAID_FRAMES (F key) to toggle party/raid frame visibility
- Conditional rendering of minimap markers and party frames
- Completes keybinding manager integration for all 15 customizable actions
- Add TOGGLE_BAGS action to keybinding manager (B key default)
- Update inventory_screen.cpp to use keybinding manager for bag and character toggles
- Maintain consistent keybinding system across all UI windows
Implement showWorldMap_ state variable and TOGGLE_WORLD_MAP keybinding
integration to allow players to customize the W key binding for opening/
closing the World Map, consistent with other window toggles like Nameplates
(V key) and Guild Roster (O key).
- Add World Map (W), Nameplates (V), Raid Frames (R), Quest Log (Q) to
KeybindingManager enum with customizable default bindings
- Replace hard-coded V key check for nameplate toggle with
KeybindingManager::isActionPressed() to support customization
- Update config file persistence to handle new bindings
- Infrastructure in place for implementing visibility toggles on other
windows (World Map, Raid Frames, Quest Log) with future UI refactoring
- Extended KeybindingManager enum with TOGGLE_GUILD_ROSTER (O) and
TOGGLE_DUNGEON_FINDER (J) to replace hard-coded key checks
- Added Controls tab in Settings UI for rebinding all 10 customizable actions
- Implemented real-time key capture and binding with visual feedback
- Integrated keybinding persistence with main settings.cfg file
- Replaced hard-coded O key (Guild Roster) and I key (Dungeon Finder) checks
with KeybindingManager::isActionPressed() calls
- Added Reset to Defaults button for restoring original keybindings
Implement KeybindingManager singleton class to support:
- Storing and loading keybinding configuration from ini files
- Querying whether an action's keybinding was pressed
- Runtime rebinding of actions to different keys
- Default keybinding set: C=Character, I=Inventory, S=Spellbook, K=Talents,
L=Quests, M=Minimap, Esc=Settings, Enter=Chat
This is the foundation for user-customizable keybindings. Integration with
UI controls and replacement of hard-coded ImGui::IsKeyPressed calls will
follow in subsequent improvements.
Classic 1.12 uses uint16 spellId + uint16 slot (4 bytes/spell); TBC and WotLK
use uint32 spellId + uint16 unknown (6 bytes/spell). The old size-based heuristic
could misdetect TBC packets that happened to fit both layouts. Add a vanillaFormat
parameter to InitialSpellsParser::parse and override parseInitialSpells in
ClassicPacketParsers to always pass true, eliminating the ambiguity.
Classic 1.12 SMSG_CAST_RESULT uses an enum starting at 0=AFFECTING_COMBAT
(no SUCCESS entry), while WotLK starts at 0=SUCCESS, 1=AFFECTING_COMBAT.
Without this override, Classic result codes were handled by TBC's
parseCastResult which passed them unshifted, causing result 0
(AFFECTING_COMBAT) to be silently treated as success with no error shown.
This applies the same +1 shift used in parseCastFailed so all Classic
spell failure codes map correctly to getSpellCastResultString.
Adds dedicated CombatTextEntry::Type entries for ABSORB (miss type 7)
and RESIST (miss type 8), replacing the generic MISS display. Updates
missTypes arrays in SMSG_SPELLLOGMISS and SMSG_SPELL_GO, and adds
light-blue "Absorb" and grey "Resist" rendering in the combat text overlay.
Pre-allocate one stable VkDescriptorSet per particle emitter at model
upload time (particleTexSets[]) instead of allocating a new set from
materialDescPool_ every frame for each particle group. The per-frame
path exhausted the 8192-set pool in ~14 s at 60 fps with 10 active
particle emitters, causing GPU device-lost crashes. The old path is
kept as an explicit fallback but should never be reached in practice.
Send CMSG_QUEST_POI_QUERY alongside each CMSG_QUEST_QUERY (WotLK only,
gated by questLogStride == 5 and opcode availability). Parse the response
to extract POI region centroids and add them as GossipPoi markers so the
existing minimap rendering shows quest objective locations as cyan diamonds.
Each quest POI region is reduced to its centroid point; markers for the
current map only are shown. This gives players visual guidance for where
to go for active quests directly on the minimap.
Parse kill/item objectives from SMSG_QUEST_QUERY_RESPONSE binary data:
- extractQuestQueryObjectives() scans past the fixed integer header and
variable-length strings to reach the 4 entity + 6 item objective entries
(using known offsets: 40 fields for Classic/TBC, 55 for WotLK)
- Objectives stored in QuestLogEntry.killObjectives / itemObjectives arrays
- After storing, applyPackedKillCountsFromFields() reads 6-bit packed counts
from update-field slots (stride+2 / stride+3) and populates killCounts
using the parsed creature/GO entry IDs as keys
This means on login, quests that were in progress show correct kill count
progress (e.g. "2/5 Defias Bandits killed") without waiting for the first
server SMSG_QUESTUPDATE_ADD_KILL notification.