# Changelog ## [Unreleased] — changes since v1.8.9-preview ### Architecture - Break Application::getInstance() singleton from GameHandler via GameServices struct - EntityController refactoring (SOLID decomposition) - Extract 8 domain handler classes from GameHandler - Replace 3,300-line switch with dispatch table - Multi-platform Docker build system (Linux, macOS arm64/x86_64, Windows cross-compilation) - Decompose ChatPanel monolith into 15+ modules under `src/ui/chat/` with IChatCommand interface, ChatCommandRegistry, MacroEvaluator, ChatMarkupParser/Renderer, ChatBubbleManager, ChatTabManager, GameStateAdapter, and 11 command modules (PR #62) - Decompose WorldMap (1,360 LOC) into 16 modules under `src/rendering/world_map/` with WorldMapFacade (PIMPL), CompositeRenderer, DataRepository, CoordinateProjection, ViewStateMachine, 9 overlay layers (PR #61) - Extract reusable CatmullRomSpline module to `src/math/` with O(log n) binary search and fused position+tangent evaluation (PR #60) - Decompose TransportManager (1,200→500 LOC): extract TransportPathRepository, TransportClockSync, TransportAnimator; consolidate 7 duplicated spline parsers into `spline_packet.cpp` (PR #60) ### World Editor (tools/editor/) - Standalone world editor for creating custom WoW zones (14.7k+ lines, 59 files) - 6 editing modes: Sculpt, Paint, Objects, Water, NPCs, Quests - 30+ terrain tools: procedural generators (hill, mesa, crater, canyon, island, ridge, dunes), thermal erosion, noise, mirror/rotate, stamp copy/paste with file persistence - Multi-select objects (Ctrl+Shift+Click), Select All (Ctrl+A), Select by Type (M2/WMO) - Time-of-day lighting with dawn/dusk/night transitions and color pickers - Texture eyedropper (Alt+Click), brush size presets + bracket keys - Object tools: snap to ground, align to slope, flatten terrain around buildings, scatter with auto-align - River/road path tool with click-to-set points and translucent preview ribbon - Quest chains with circular reference detection, inline editing, load/save - 631 creature presets across 8 categories with patrol path editing - Full undo/redo for ALL terrain operations (generators, transforms, paint) - Auto-save with configurable interval, unsaved changes quit confirmation - Zone rename, recent zones menu, adjacent tile export with edge stitching - Zone metadata panel: configurable Map ID, Display Name, Description - Zone gameplay flags: Allow Flying, PvP, Indoor, Sanctuary (serialized to zone.json) - Zone audio configuration: music track, day/night ambience, volume sliders, presets - PNG/JPG/BMP/TGA heightmap image import (any resolution, 8/16-bit, undoable) - Collision slope overlay on minimap (steep terrain visualization) - Client-side WOC collision loading with walkability queries - Zone map image export: colored top-down PNG with terrain, water, objects - SQL spawn export for AzerothCore/TrinityCore (creature_template, creature, waypoint_data, quest_template — ready-to-import .sql files) - Server module generator: one-click AzerothCore module with map registration, spawns, teleport command, zone flags, conf snippet, and admin README - Biome vegetation auto-population: one-click procedural placement of trees, rocks, bushes, ferns per biome (10 biomes with density rules) - Live open format validation (0-7 score) in File menu ### Novel Open Formats (7/7 Blizzard format replacements) - ADT → WOT/WHM: terrain metadata + binary heightmap with alpha maps and doodad/WMO placements - WDT → zone.json: map definition with full placement arrays - BLP → PNG: texture override system - DBC → JSON: data tables via DBCFile::loadJSON() - M2 → WOM (WOM1/WOM2): static models + animated models with bones, keyframes, skeletal binding - WMO → WOB (WOB1): buildings with material flags/shader/blendMode, doodad rotation - Collision → WOC (WOC1): walkability mesh with slope classification, hole support, water flags - WCP (WCP1): content pack archive with categorized file list - Terrain stamps: portable terrain features saved as JSON - All formats documented in FORMAT_SPEC.md v1.1 - Client auto-loads open formats from custom_zones/ and output/ directories - Batch convert: M2→WOM and WMO→WOB from filesystem or asset manifest - WCP Import & Load: one-click unpack + auto-open for editing - 328 test assertions across 84 test cases (DBC binary+JSON, WOB, WHM, WOT, WOC) ### Features - Spell visual effects system with bone-tracked ribbons and particles (PR #58) - GM command support: 190-command data table with dot-prefix interception, tab-completion, `/gmhelp` with category filter (PR #62) - ZMP pixel-accurate zone hover detection on world map (PR #63) - Textured player arrow (MinimapArrow.blp) on world map (PR #63) - Multi-segment path interpolation for entity movement (PR #59) - Character screen keyboard navigation (Up/Down/Enter) (PR #59) ### Bug Fixes (v1.8.10+) - Fix walk/run animation persisting after entity arrival (PR #59) - Fix entity teleport during dead-reckoning overrun phase (PR #59) - Fix Vulkan crash on window resize when minimized (0×0 extent) (PR #59) - Fix quest log not populating on quest accept (PR #59) - Fix hit-reaction animation being overridden on next frame (PR #59) - Fix ChatType enum values to match WoW wire protocol (SAY=0x01 not 0x00) (PR #62) - Fix BG_SYSTEM_* values from 82–84 (UB in bitmask shifts) to 0x24–0x26 (PR #62) - Fix infinite Enter key loop after teleport (PR #62) - Remove stale kVOffset (-0.15) from zone hover detection causing ~15% vertical offset - Add null guard for cachedGameHandler_ in ChatPanel input callback - Fix cosmic highlight aspect ratio with resolution-independent square rendering - Skip transport waypoints with broken coordinate conversion instead of silent use - Fix spline endpoint validation bypass for entities near world origin - Fix off-by-one in chat link insertion buffer capacity check - Zero window border in world map to eliminate content/window gap ### Tests - Add 19 new test files (27 total, up from 8): - Chat: chat_markup_parser, chat_tab_completer, gm_commands, macro_evaluator - World map: world_map, coordinate_projection, exploration_state, map_resolver, view_state_machine, zone_metadata - Transport/spline: spline, transport_components, transport_path_repo - Animation: animation_ids, locomotion_fsm, combat_fsm, activity_fsm, anim_capability, indoor_shadows ### Bug Fixes (v1.8.2–v1.8.9) - Fix VkTexture ownsSampler_ flag after move/destroy (prevented double-free) - Fix unsigned underflow in Warden PE section loading (buffer overflow on malformed modules) - Add bounds checks to Warden readLE32/readLE16 (out-of-bounds on untrusted PE data) - Fix undefined behavior: SDL_BUTTON(0) computed 1 << -1 (negative shift) - Fix BigNum::toHex/toDecimal null dereference on OpenSSL allocation failure - Remove duplicate zone weather entry silently overwriting Dustwallow Marsh - Fix LLVM apt repo codename (jammy→noble) in macOS Docker build - Add missing mkdir in Linux Docker build script - Clamp player percentage stats (block/dodge/parry/crit) to prevent NaN from corrupted packets - Guard fsPath underflow in tryLoadPngOverride ### Code Quality (v1.8.2–v1.8.9) - 30+ named constants replacing magic numbers across game, rendering, and pipeline code - 55+ why-comments documenting WoW protocol quirks, format specifics, and design rationale - 8 DRY extractions (findOnUseSpellId, createFallbackTextures, finalizeSampler, renderClassRestriction/renderRaceRestriction, and more) - Scope macOS -undefined dynamic_lookup linker flag to wowee target only - Replace goto patterns with structured control flow (do/while(false), lambdas) - Zero out GameServices in Application::shutdown to prevent dangling pointers --- ## [v1.8.1-preview] — 2026-03-23 ### Performance - Eliminate ~70 unnecessary sqrt ops per frame; constexpr reciprocals and cache optimizations - Skip bone animation for LOD3 models; frustum-cull water surfaces - Eliminate per-frame heap allocations in M2 renderer - Convert entity/skill/DBC/warden maps to unordered_map; fix 3x contacts scan - Eliminate double map lookups and dynamic_cast in render loops - Use second GPU queue for parallel texture/buffer uploads - Time-budget tile finalization to prevent 1+ second main-loop stalls - Add Vulkan pipeline cache persistence for faster startup ### Bug Fixes - Fix spline parsing with expansion context; preload DBC caches at world entry - Fix NPC/player attack animation to use weapon-appropriate anim ID - Fix equipment visibility and follow-target run speed - Fix inspect (packed GUID) and client-side auto-walk for follow - Fix mail money uint64, other-player cape textures, zone toast dedup, TCP_NODELAY - Guard spline point loop against unsigned underflow; guard hexDecode/stoi/stof - Fix infinite recursion in toLowerInPlace and operator precedence bugs - Fix 3D audio coords for PLAY_OBJECT_SOUND; correct melee swing sound paths - Prevent Vulkan sampler exhaustion crash; skip pipeline cache on NVIDIA - Skip FSR3 frame gen on non-AMD GPUs to prevent driver crash - Fix chest GO interaction (send GAMEOBJ_USE+LOOT together) - Restore WMO wall collision threshold; fix off-screen bag positions - Guard texture log dedup sets with mutex for thread safety - Fix lua_pcall return check in ACTIONBAR_PAGE_CHANGED ### Features - Render equipment on other players (helmets, weapons, belts, wrists, shoulders) - Target frame right-click context menu - Crafting sounds and Create All button - Server-synced bag sort - Log GPU vendor/name at init ### Security - Add path traversal rejection and packet length validation ### Code Quality - Packet API: add readPackedGuid, writePackedGuid, writeFloat, getRemainingSize, hasRemaining, hasData, skipAll (replacing 1300+ verbose expressions) - GameHandler helpers: isInWorld, isPreWotlk, guidToUnitId, lookupName, getUnitByGuid, fireAddonEvent, withSoundManager - Dispatch table: registerHandler, registerSkipHandler, registerWorldHandler, registerErrorHandler (replacing 120+ lambda wrappers) - Shared ui_colors.hpp with named constants replacing 200+ inline color literals - Promote 50+ static const arrays to constexpr across audio/core/rendering/UI - Deduplicate class name/color functions, enchantment cache, item-set DBC keys - Extract settings tabs, GameHandler::update() phases, loadWeaponM2 into methods - Remove 12 duplicate dispatch registrations and C-style casts - Extract toHexString, toLowerInPlace, duration formatting, Lua return helpers