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CONTRIBUTING.md: code style, PR process, architecture pointers, packet handler pattern, key files for new contributors. CHANGELOG.md: grouped changes since v1.8.1-preview into Performance, Bug Fixes, Features, Security, and Code Quality sections. Chat parser: use stack-allocated std::array<char, 256> for typical chat messages instead of heap-allocated std::string. Only falls back to heap for messages > 256 bytes. Reduces allocator pressure on high-frequency chat packet handling.
2.7 KiB
2.7 KiB
Changelog
[Unreleased] — changes since 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