Floating window right of the cast bar showing player's DPS and healing
per second, derived from combat text entries. Uses actual combat duration
as denominator for accurate readings at fight start. Toggle in Settings
> Network. Saves to settings.cfg.
RAID_WARNING messages show as flashing red/yellow large text.
RAID_BOSS_EMOTE and MONSTER_EMOTE show as amber text.
Each message fades in quickly, holds for 5 seconds, then fades out.
Up to 3 messages stack vertically below the target frame area.
Dark semi-transparent background box improves readability.
Messages are detected from new chat history entries each frame.
Persist damage_flash to settings.cfg; checkbox in Interface > Screen Effects.
Fix world map fog: trust server exploration mask unconditionally when present,
always reveal the current zone immediately regardless of server mask state.
Save totalTimePlayed/levelTimePlayed from SMSG_PLAYED_TIME. Request a
fresh update whenever the character screen is opened. Show total and
level-played time in a two-column layout below the stats panel.
Track criteria progress (criteriaId → counter) from SMSG_CRITERIA_UPDATE
and SMSG_ALL_ACHIEVEMENT_DATA. Add a Criteria tab to the achievement window
showing live progress values alongside the existing Earned achievements tab.
Store SMSG_THREAT_UPDATE/SMSG_HIGHEST_THREAT_UPDATE in a per-unit map
(sorted descending by threat) and clear on SMSG_THREAT_REMOVE/CLEAR.
Show a threat window (/threat or via target frame button) with a progress
bar per player and gold highlight for the tank, red if local player has aggro.
Store inspect results (talent points, dual-spec state, gear entries) in a
new InspectResult struct instead of discarding them as chat messages.
Open the inspect window automatically from all Inspect menu items and /inspect.
Social frame now has three tabs: Friends, Ignore, and Channels. The
Channels tab lists joined channels with right-click Leave and an input
to join new channels.
Also adds a slide-in reputation change toast in the lower-right corner:
shows faction name, delta (+/-), and current standing tier (Honored,
Revered, etc.) whenever SMSG_SET_FACTION_STANDING fires a rep change.
Social frame now has Friends and Ignore tabs. Friends tab shows online
players first, then offline with a separator, and supports right-click
Whisper/Invite/Remove. Ignore tab lists all ignored players from
ignoreCache with right-click Unignore and an inline add-ignore field.
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.