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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.
53 lines
2.7 KiB
Markdown
53 lines
2.7 KiB
Markdown
# Changelog
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## [Unreleased] — changes since v1.8.1-preview (2026-03-23)
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### Performance
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- Eliminate ~70 unnecessary sqrt ops per frame; constexpr reciprocals and cache optimizations
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- Skip bone animation for LOD3 models; frustum-cull water surfaces
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- Eliminate per-frame heap allocations in M2 renderer
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- Convert entity/skill/DBC/warden maps to unordered_map; fix 3x contacts scan
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- Eliminate double map lookups and dynamic_cast in render loops
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- Use second GPU queue for parallel texture/buffer uploads
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- Time-budget tile finalization to prevent 1+ second main-loop stalls
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- Add Vulkan pipeline cache persistence for faster startup
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### Bug Fixes
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- Fix spline parsing with expansion context; preload DBC caches at world entry
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- Fix NPC/player attack animation to use weapon-appropriate anim ID
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- Fix equipment visibility and follow-target run speed
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- Fix inspect (packed GUID) and client-side auto-walk for follow
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- Fix mail money uint64, other-player cape textures, zone toast dedup, TCP_NODELAY
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- Guard spline point loop against unsigned underflow; guard hexDecode/stoi/stof
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- Fix infinite recursion in toLowerInPlace and operator precedence bugs
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- Fix 3D audio coords for PLAY_OBJECT_SOUND; correct melee swing sound paths
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- Prevent Vulkan sampler exhaustion crash; skip pipeline cache on NVIDIA
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- Skip FSR3 frame gen on non-AMD GPUs to prevent driver crash
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- Fix chest GO interaction (send GAMEOBJ_USE+LOOT together)
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- Restore WMO wall collision threshold; fix off-screen bag positions
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- Guard texture log dedup sets with mutex for thread safety
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- Fix lua_pcall return check in ACTIONBAR_PAGE_CHANGED
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### Features
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- Render equipment on other players (helmets, weapons, belts, wrists, shoulders)
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- Target frame right-click context menu
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- Crafting sounds and Create All button
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- Server-synced bag sort
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- Log GPU vendor/name at init
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### Security
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- Add path traversal rejection and packet length validation
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### Code Quality
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- Packet API: add readPackedGuid, writePackedGuid, writeFloat, getRemainingSize,
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hasRemaining, hasData, skipAll (replacing 1300+ verbose expressions)
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- GameHandler helpers: isInWorld, isPreWotlk, guidToUnitId, lookupName,
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getUnitByGuid, fireAddonEvent, withSoundManager
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- Dispatch table: registerHandler, registerSkipHandler, registerWorldHandler,
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registerErrorHandler (replacing 120+ lambda wrappers)
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- Shared ui_colors.hpp with named constants replacing 200+ inline color literals
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- Promote 50+ static const arrays to constexpr across audio/core/rendering/UI
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- Deduplicate class name/color functions, enchantment cache, item-set DBC keys
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- Extract settings tabs, GameHandler::update() phases, loadWeaponM2 into methods
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- Remove 12 duplicate dispatch registrations and C-style casts
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- Extract toHexString, toLowerInPlace, duration formatting, Lua return helpers
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