Renders bounding boxes in depth-only pre-pass and queries GPU for
visibility. Groups fully occluded in previous frame are skipped.
Significantly improves performance in dense areas like Stormwind.
Portal-based visibility culling for WMO rendering (disabled by default,
needs debugging for complex WMOs like Stormwind). Skip character creation
screen when characters already exist in single-player mode.
Save SHA1(UPPER(user):UPPER(pass)) hash to login.cfg instead of the
plaintext password. On subsequent logins, use the stored hash directly
with a new authenticateWithHash() method that bypasses password hashing.
The password field shows a placeholder when using a stored hash.
For Section 0 (body skin) and Section 4 (underwear), the skin color is
stored in colorIndex with variation=0, not the other way around. This
fixes the preview showing no texture for skin colors other than 0.
Render an animated M2 character model in the creation screen using a
dedicated CharacterRenderer with an offscreen FBO. Preview updates on
race/gender/appearance changes, supports mouse-drag rotation, and
composites skin, face, hair scalp, and underwear textures from
CharSections.dbc. Extracts getPlayerModelPath() to a shared free
function in game/character.
The charCreateCallback was firing synchronously during ImGui render,
causing a state transition before the create screen's ImGui::End() was
called. Defer the callback to GameHandler::update() and ensure update()
runs during CHARACTER_CREATION and CHARACTER_SELECTION states.
Implements a full character creation UI integrated into the existing flow.
In single-player mode, auth screen now goes to character creation before
entering the world. In online mode, a "Create Character" button on the
character selection screen sends CMSG_CHAR_CREATE to the server. Includes
WoW 3.3.5a race/class combo validation and appearance range limits.
Game name uses big-endian (not reversed), platform/os/locale use
little-endian with chars reversed and null at end (not beginning).
Protocol version is 8 for WoW 3.3.5a, not 3.
Account for PIN/matrix/authenticator extra data in packet size
calculation to prevent receive buffer corruption. Add hex dump
of raw auth packets and show actual server error codes.
TrinityCore/AzerothCore's UpdateBigNumbers uses BN_num_bytes (natural
size without padding) when hashing values for u and M1. Our code was
using fixed 32-byte padding which produces different hashes when any
value (salt, A, B, N) has leading zeros in big-endian representation.
Two bugs that caused the server to always reject our login proof:
- N was hashed as 256 bytes (2048 bits) instead of 32 bytes (256 bits),
producing completely wrong H(N)^H(g) and therefore wrong M1
- Session key computation B-k*g^x could go negative; OpenSSL's
BN_mod_exp doesn't handle negative bases. Add k*N before subtracting
(standard TrinityCore approach) to keep the value positive
Three critical bugs fixed:
- LOGON_CHALLENGE request: set protocol byte to 0x03 (was 0x00) and
reverse FourCC strings (game/platform/os/locale) to match real client
- Response parsers: remove double-read of opcode byte that shifted all
field reads by one, preventing successful auth with real servers
- LOGON_PROOF response sizes: success=32 bytes, failure=4 bytes to match
TrinityCore/AzerothCore format
Also adds missing auth result codes (0x13-0x20, 0xFF) including
IGR_WITHOUT_BNET (0x17) which Warmane was returning.
Replace the 3D top-down rendered minimap with WoW's native pre-rendered
BLP tile textures loaded via md5translate.trs. Tiles are composited into
a 3x3 grid FBO with proper axis transposition matching the ADT terrain
convention. The screen shader provides camera-rotation, circular mask,
directional player arrow, and 20% transparency. Minimap is now on by
default with the N toggle key removed.
Teleporter panel (T key) lets the player teleport between Goldshire,
Stormwind Gate, Ironforge, and Westfall in single-player mode. Adds
serverToCanonical/canonicalToServer conversion at the network packet
boundary so positions are compatible with TrinityCore/MaNGOS/AzerothCore
emulator servers.
Centralizes all coordinate conversions in core/coordinates.hpp with
proper canonical WoW coords (+X=North, +Y=West, +Z=Up). Fixes critical
tile calculation bug that was loading wrong surrounding tiles during
terrain streaming, and fixes position sync sending ADT-raw format
instead of canonical coordinates to the server.