feat(editor): add standalone world editor (rough/WIP)
Standalone wowee_editor tool for creating custom WoW zones.
This is a rough initial implementation — many features work but
M2/WMO rendering still has issues (frame sync, texture layout
transitions) and needs further polish.
Terrain:
- Create new blank terrain with 10 biome types (Grassland, Forest,
Jungle, Desert, Barrens, Snow, Swamp, Rocky, Beach, Volcanic)
- Load existing ADT tiles from extracted game data
- Sculpt brushes: Raise, Lower, Smooth, Flatten, Level
- Chunk edge stitching prevents seams between tiles
- Undo/redo (100-deep stack, Ctrl+Z/Ctrl+Shift+Z)
- Save to WoW ADT/WDT format
Texture Painting:
- Paint/Erase/Replace Base modes
- Full tileset texture browser (1285 textures from manifest)
- Per-zone directory filtering and search
- Alpha map editing with 4-layer limit (auto-replaces weakest)
Object Placement:
- M2 and WMO model placement with full manifest browser (11k M2s, 2k WMOs)
- M2Renderer + WMORenderer integrated (loads .skin files for WotLK)
- Ghost preview follows cursor before placing
- Ctrl+click selection, right-click context menu
- Transform gizmo (Move/Rotate/Scale with axis constraints)
- Position/rotation/scale editing in properties panel
NPC/Monster System:
- 631 creature presets scanned from manifest, categorized
(Critters, Beasts, Humanoids, Undead, Demons, etc.)
- Stats editor: level, health, mana, damage, armor, faction
- Behavior: Stationary, Patrol, Wander, Scripted
- Aggro/leash radius, respawn time, flags (hostile/vendor/etc.)
- Save creature spawns to JSON
Water:
- Place water at configurable height per chunk
- Liquid types: Water, Ocean, Magma, Slime
- Rendered as translucent colored quads
- Saved in ADT MH2O format
Infrastructure:
- Free-fly camera (WASD/QE, right-drag look, scroll speed)
- 5-mode toolbar: Sculpt | Paint | Objects | Water | NPCs
- Asset browser indexes full manifest on startup
- Editor water/marker shaders (pos+color vertex format)
- forceNoCull added to M2Renderer for editor use
- AssetManifest::getEntries() and AssetManager::getManifest() exposed
Known issues:
- M2/WMO rendering may not display on first placement (frame index
sync between update/render was misaligned — now fixed but untested
end-to-end)
- Validation layer errors on shutdown (resource cleanup ordering)
- Object placement on steep terrain can miss raycast
- No undo for texture painting or object placement yet
2026-05-05 03:47:03 -07:00
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#include "editor_app.hpp"
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2026-05-05 10:50:36 -07:00
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#include "pipeline/wowee_model.hpp"
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2026-05-05 12:41:19 -07:00
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#include "pipeline/wowee_building.hpp"
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#include "pipeline/wmo_loader.hpp"
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2026-05-05 10:50:36 -07:00
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#include "pipeline/asset_manager.hpp"
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2026-05-05 12:18:31 -07:00
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#include "pipeline/custom_zone_discovery.hpp"
|
feat(editor): add standalone world editor (rough/WIP)
Standalone wowee_editor tool for creating custom WoW zones.
This is a rough initial implementation — many features work but
M2/WMO rendering still has issues (frame sync, texture layout
transitions) and needs further polish.
Terrain:
- Create new blank terrain with 10 biome types (Grassland, Forest,
Jungle, Desert, Barrens, Snow, Swamp, Rocky, Beach, Volcanic)
- Load existing ADT tiles from extracted game data
- Sculpt brushes: Raise, Lower, Smooth, Flatten, Level
- Chunk edge stitching prevents seams between tiles
- Undo/redo (100-deep stack, Ctrl+Z/Ctrl+Shift+Z)
- Save to WoW ADT/WDT format
Texture Painting:
- Paint/Erase/Replace Base modes
- Full tileset texture browser (1285 textures from manifest)
- Per-zone directory filtering and search
- Alpha map editing with 4-layer limit (auto-replaces weakest)
Object Placement:
- M2 and WMO model placement with full manifest browser (11k M2s, 2k WMOs)
- M2Renderer + WMORenderer integrated (loads .skin files for WotLK)
- Ghost preview follows cursor before placing
- Ctrl+click selection, right-click context menu
- Transform gizmo (Move/Rotate/Scale with axis constraints)
- Position/rotation/scale editing in properties panel
NPC/Monster System:
- 631 creature presets scanned from manifest, categorized
(Critters, Beasts, Humanoids, Undead, Demons, etc.)
- Stats editor: level, health, mana, damage, armor, faction
- Behavior: Stationary, Patrol, Wander, Scripted
- Aggro/leash radius, respawn time, flags (hostile/vendor/etc.)
- Save creature spawns to JSON
Water:
- Place water at configurable height per chunk
- Liquid types: Water, Ocean, Magma, Slime
- Rendered as translucent colored quads
- Saved in ADT MH2O format
Infrastructure:
- Free-fly camera (WASD/QE, right-drag look, scroll speed)
- 5-mode toolbar: Sculpt | Paint | Objects | Water | NPCs
- Asset browser indexes full manifest on startup
- Editor water/marker shaders (pos+color vertex format)
- forceNoCull added to M2Renderer for editor use
- AssetManifest::getEntries() and AssetManager::getManifest() exposed
Known issues:
- M2/WMO rendering may not display on first placement (frame index
sync between update/render was misaligned — now fixed but untested
end-to-end)
- Validation layer errors on shutdown (resource cleanup ordering)
- Object placement on steep terrain can miss raycast
- No undo for texture painting or object placement yet
2026-05-05 03:47:03 -07:00
|
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#include "core/logger.hpp"
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|
|
#include <string>
|
2026-05-05 16:54:03 -07:00
|
|
|
#include <cstdio>
|
feat(editor): add standalone world editor (rough/WIP)
Standalone wowee_editor tool for creating custom WoW zones.
This is a rough initial implementation — many features work but
M2/WMO rendering still has issues (frame sync, texture layout
transitions) and needs further polish.
Terrain:
- Create new blank terrain with 10 biome types (Grassland, Forest,
Jungle, Desert, Barrens, Snow, Swamp, Rocky, Beach, Volcanic)
- Load existing ADT tiles from extracted game data
- Sculpt brushes: Raise, Lower, Smooth, Flatten, Level
- Chunk edge stitching prevents seams between tiles
- Undo/redo (100-deep stack, Ctrl+Z/Ctrl+Shift+Z)
- Save to WoW ADT/WDT format
Texture Painting:
- Paint/Erase/Replace Base modes
- Full tileset texture browser (1285 textures from manifest)
- Per-zone directory filtering and search
- Alpha map editing with 4-layer limit (auto-replaces weakest)
Object Placement:
- M2 and WMO model placement with full manifest browser (11k M2s, 2k WMOs)
- M2Renderer + WMORenderer integrated (loads .skin files for WotLK)
- Ghost preview follows cursor before placing
- Ctrl+click selection, right-click context menu
- Transform gizmo (Move/Rotate/Scale with axis constraints)
- Position/rotation/scale editing in properties panel
NPC/Monster System:
- 631 creature presets scanned from manifest, categorized
(Critters, Beasts, Humanoids, Undead, Demons, etc.)
- Stats editor: level, health, mana, damage, armor, faction
- Behavior: Stationary, Patrol, Wander, Scripted
- Aggro/leash radius, respawn time, flags (hostile/vendor/etc.)
- Save creature spawns to JSON
Water:
- Place water at configurable height per chunk
- Liquid types: Water, Ocean, Magma, Slime
- Rendered as translucent colored quads
- Saved in ADT MH2O format
Infrastructure:
- Free-fly camera (WASD/QE, right-drag look, scroll speed)
- 5-mode toolbar: Sculpt | Paint | Objects | Water | NPCs
- Asset browser indexes full manifest on startup
- Editor water/marker shaders (pos+color vertex format)
- forceNoCull added to M2Renderer for editor use
- AssetManifest::getEntries() and AssetManager::getManifest() exposed
Known issues:
- M2/WMO rendering may not display on first placement (frame index
sync between update/render was misaligned — now fixed but untested
end-to-end)
- Validation layer errors on shutdown (resource cleanup ordering)
- Object placement on steep terrain can miss raycast
- No undo for texture painting or object placement yet
2026-05-05 03:47:03 -07:00
|
|
|
#include <cstring>
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|
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static void printUsage(const char* argv0) {
|
2026-05-05 16:54:03 -07:00
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std::printf("Usage: %s --data <path> [options]\n\n", argv0);
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std::printf("Options:\n");
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std::printf(" --data <path> Path to extracted WoW data (manifest.json)\n");
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std::printf(" --adt <map> <x> <y> Load an ADT tile on startup\n");
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std::printf(" --convert-m2 <path> Convert M2 model to WOM open format (no GUI)\n");
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std::printf(" --convert-wmo <path> Convert WMO building to WOB open format (no GUI)\n");
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std::printf(" --list-zones List discovered custom zones and exit\n");
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std::printf(" --version Show version and format info\n\n");
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std::printf("Wowee World Editor v1.0.0 — by Kelsi Davis\n");
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std::printf("Novel open formats: WOT/WHM/WOM/WOB/WOC/WCP + PNG/JSON\n");
|
feat(editor): add standalone world editor (rough/WIP)
Standalone wowee_editor tool for creating custom WoW zones.
This is a rough initial implementation — many features work but
M2/WMO rendering still has issues (frame sync, texture layout
transitions) and needs further polish.
Terrain:
- Create new blank terrain with 10 biome types (Grassland, Forest,
Jungle, Desert, Barrens, Snow, Swamp, Rocky, Beach, Volcanic)
- Load existing ADT tiles from extracted game data
- Sculpt brushes: Raise, Lower, Smooth, Flatten, Level
- Chunk edge stitching prevents seams between tiles
- Undo/redo (100-deep stack, Ctrl+Z/Ctrl+Shift+Z)
- Save to WoW ADT/WDT format
Texture Painting:
- Paint/Erase/Replace Base modes
- Full tileset texture browser (1285 textures from manifest)
- Per-zone directory filtering and search
- Alpha map editing with 4-layer limit (auto-replaces weakest)
Object Placement:
- M2 and WMO model placement with full manifest browser (11k M2s, 2k WMOs)
- M2Renderer + WMORenderer integrated (loads .skin files for WotLK)
- Ghost preview follows cursor before placing
- Ctrl+click selection, right-click context menu
- Transform gizmo (Move/Rotate/Scale with axis constraints)
- Position/rotation/scale editing in properties panel
NPC/Monster System:
- 631 creature presets scanned from manifest, categorized
(Critters, Beasts, Humanoids, Undead, Demons, etc.)
- Stats editor: level, health, mana, damage, armor, faction
- Behavior: Stationary, Patrol, Wander, Scripted
- Aggro/leash radius, respawn time, flags (hostile/vendor/etc.)
- Save creature spawns to JSON
Water:
- Place water at configurable height per chunk
- Liquid types: Water, Ocean, Magma, Slime
- Rendered as translucent colored quads
- Saved in ADT MH2O format
Infrastructure:
- Free-fly camera (WASD/QE, right-drag look, scroll speed)
- 5-mode toolbar: Sculpt | Paint | Objects | Water | NPCs
- Asset browser indexes full manifest on startup
- Editor water/marker shaders (pos+color vertex format)
- forceNoCull added to M2Renderer for editor use
- AssetManifest::getEntries() and AssetManager::getManifest() exposed
Known issues:
- M2/WMO rendering may not display on first placement (frame index
sync between update/render was misaligned — now fixed but untested
end-to-end)
- Validation layer errors on shutdown (resource cleanup ordering)
- Object placement on steep terrain can miss raycast
- No undo for texture painting or object placement yet
2026-05-05 03:47:03 -07:00
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}
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int main(int argc, char* argv[]) {
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std::string dataPath;
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std::string adtMap;
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int adtX = -1, adtY = -1;
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for (int i = 1; i < argc; i++) {
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if (std::strcmp(argv[i], "--data") == 0 && i + 1 < argc) {
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dataPath = argv[++i];
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} else if (std::strcmp(argv[i], "--adt") == 0 && i + 3 < argc) {
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adtMap = argv[++i];
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adtX = std::atoi(argv[++i]);
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adtY = std::atoi(argv[++i]);
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2026-05-05 12:18:31 -07:00
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} else if (std::strcmp(argv[i], "--list-zones") == 0) {
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auto zones = wowee::pipeline::CustomZoneDiscovery::scan({"custom_zones", "output"});
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if (zones.empty()) {
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2026-05-05 16:54:03 -07:00
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std::printf("No custom zones found in custom_zones/ or output/\n");
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2026-05-05 12:18:31 -07:00
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} else {
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2026-05-05 16:54:03 -07:00
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std::printf("Custom zones found:\n");
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2026-05-05 12:18:31 -07:00
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for (const auto& z : zones) {
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2026-05-05 16:54:03 -07:00
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std::printf(" %s — %s%s%s\n", z.name.c_str(), z.directory.c_str(),
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2026-05-05 12:18:31 -07:00
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z.hasCreatures ? " [NPCs]" : "",
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z.hasQuests ? " [Quests]" : "");
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}
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}
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return 0;
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2026-05-05 11:53:12 -07:00
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} else if (std::strcmp(argv[i], "--version") == 0 || std::strcmp(argv[i], "-v") == 0) {
|
2026-05-05 16:54:03 -07:00
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std::printf("Wowee World Editor v1.0.0\n");
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std::printf("Open formats: WOT/WHM/WOM/WOB/WOC/WCP + PNG/JSON (all novel)\n");
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std::printf("By Kelsi Davis\n");
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2026-05-05 11:53:12 -07:00
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return 0;
|
feat(editor): add standalone world editor (rough/WIP)
Standalone wowee_editor tool for creating custom WoW zones.
This is a rough initial implementation — many features work but
M2/WMO rendering still has issues (frame sync, texture layout
transitions) and needs further polish.
Terrain:
- Create new blank terrain with 10 biome types (Grassland, Forest,
Jungle, Desert, Barrens, Snow, Swamp, Rocky, Beach, Volcanic)
- Load existing ADT tiles from extracted game data
- Sculpt brushes: Raise, Lower, Smooth, Flatten, Level
- Chunk edge stitching prevents seams between tiles
- Undo/redo (100-deep stack, Ctrl+Z/Ctrl+Shift+Z)
- Save to WoW ADT/WDT format
Texture Painting:
- Paint/Erase/Replace Base modes
- Full tileset texture browser (1285 textures from manifest)
- Per-zone directory filtering and search
- Alpha map editing with 4-layer limit (auto-replaces weakest)
Object Placement:
- M2 and WMO model placement with full manifest browser (11k M2s, 2k WMOs)
- M2Renderer + WMORenderer integrated (loads .skin files for WotLK)
- Ghost preview follows cursor before placing
- Ctrl+click selection, right-click context menu
- Transform gizmo (Move/Rotate/Scale with axis constraints)
- Position/rotation/scale editing in properties panel
NPC/Monster System:
- 631 creature presets scanned from manifest, categorized
(Critters, Beasts, Humanoids, Undead, Demons, etc.)
- Stats editor: level, health, mana, damage, armor, faction
- Behavior: Stationary, Patrol, Wander, Scripted
- Aggro/leash radius, respawn time, flags (hostile/vendor/etc.)
- Save creature spawns to JSON
Water:
- Place water at configurable height per chunk
- Liquid types: Water, Ocean, Magma, Slime
- Rendered as translucent colored quads
- Saved in ADT MH2O format
Infrastructure:
- Free-fly camera (WASD/QE, right-drag look, scroll speed)
- 5-mode toolbar: Sculpt | Paint | Objects | Water | NPCs
- Asset browser indexes full manifest on startup
- Editor water/marker shaders (pos+color vertex format)
- forceNoCull added to M2Renderer for editor use
- AssetManifest::getEntries() and AssetManager::getManifest() exposed
Known issues:
- M2/WMO rendering may not display on first placement (frame index
sync between update/render was misaligned — now fixed but untested
end-to-end)
- Validation layer errors on shutdown (resource cleanup ordering)
- Object placement on steep terrain can miss raycast
- No undo for texture painting or object placement yet
2026-05-05 03:47:03 -07:00
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} else if (std::strcmp(argv[i], "--help") == 0 || std::strcmp(argv[i], "-h") == 0) {
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printUsage(argv[0]);
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return 0;
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}
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}
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|
2026-05-05 10:50:36 -07:00
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// Batch convert mode: --convert <m2path> converts M2 to WOM
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for (int i = 1; i < argc; i++) {
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if (std::strcmp(argv[i], "--convert-m2") == 0 && i + 1 < argc) {
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std::string m2Path = argv[++i];
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2026-05-05 16:57:06 -07:00
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std::printf("Converting M2→WOM: %s\n", m2Path.c_str());
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2026-05-05 10:50:36 -07:00
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if (dataPath.empty()) dataPath = "Data";
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wowee::pipeline::AssetManager am;
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if (am.initialize(dataPath)) {
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auto wom = wowee::pipeline::WoweeModelLoader::fromM2(m2Path, &am);
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if (wom.isValid()) {
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std::string outPath = m2Path;
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auto dot = outPath.rfind('.');
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if (dot != std::string::npos) outPath = outPath.substr(0, dot);
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wowee::pipeline::WoweeModelLoader::save(wom, "output/models/" + outPath);
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2026-05-06 02:45:23 -07:00
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std::printf("OK: output/models/%s.wom (v%u, %zu verts, %zu bones, %zu batches)\n",
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outPath.c_str(), wom.version, wom.vertices.size(),
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wom.bones.size(), wom.batches.size());
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2026-05-05 10:50:36 -07:00
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} else {
|
2026-05-05 16:57:06 -07:00
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std::fprintf(stderr, "FAILED: %s\n", m2Path.c_str());
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am.shutdown();
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return 1;
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2026-05-05 10:50:36 -07:00
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}
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am.shutdown();
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2026-05-05 16:57:06 -07:00
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} else {
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std::fprintf(stderr, "FAILED: cannot initialize asset manager\n");
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return 1;
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2026-05-05 10:50:36 -07:00
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}
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return 0;
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}
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}
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2026-05-05 12:41:19 -07:00
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// Batch convert mode: --convert-wmo converts WMO to WOB
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for (int i = 1; i < argc; i++) {
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if (std::strcmp(argv[i], "--convert-wmo") == 0 && i + 1 < argc) {
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std::string wmoPath = argv[++i];
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2026-05-05 16:57:06 -07:00
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std::printf("Converting WMO→WOB: %s\n", wmoPath.c_str());
|
2026-05-05 12:41:19 -07:00
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if (dataPath.empty()) dataPath = "Data";
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|
|
wowee::pipeline::AssetManager am;
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|
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|
if (am.initialize(dataPath)) {
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|
auto wmoData = am.readFile(wmoPath);
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if (!wmoData.empty()) {
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auto wmoModel = wowee::pipeline::WMOLoader::load(wmoData);
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|
|
if (wmoModel.nGroups > 0) {
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std::string wmoBase = wmoPath;
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|
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|
if (wmoBase.size() > 4) wmoBase = wmoBase.substr(0, wmoBase.size() - 4);
|
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|
|
for (uint32_t gi = 0; gi < wmoModel.nGroups; gi++) {
|
|
|
|
|
char suffix[16];
|
|
|
|
|
snprintf(suffix, sizeof(suffix), "_%03u.wmo", gi);
|
|
|
|
|
auto gd = am.readFile(wmoBase + suffix);
|
|
|
|
|
if (!gd.empty()) wowee::pipeline::WMOLoader::loadGroup(gd, wmoModel, gi);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
auto wob = wowee::pipeline::WoweeBuildingLoader::fromWMO(wmoModel, wmoPath);
|
|
|
|
|
if (wob.isValid()) {
|
|
|
|
|
std::string outPath = wmoPath;
|
|
|
|
|
auto dot = outPath.rfind('.');
|
|
|
|
|
if (dot != std::string::npos) outPath = outPath.substr(0, dot);
|
|
|
|
|
wowee::pipeline::WoweeBuildingLoader::save(wob, "output/buildings/" + outPath);
|
2026-05-05 16:57:06 -07:00
|
|
|
std::printf("OK: output/buildings/%s.wob (%zu groups)\n",
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|
|
|
|
outPath.c_str(), wob.groups.size());
|
2026-05-05 12:41:19 -07:00
|
|
|
} else {
|
2026-05-05 16:57:06 -07:00
|
|
|
std::fprintf(stderr, "FAILED: %s\n", wmoPath.c_str());
|
|
|
|
|
am.shutdown();
|
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|
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|
return 1;
|
2026-05-05 12:41:19 -07:00
|
|
|
}
|
|
|
|
|
} else {
|
2026-05-05 16:57:06 -07:00
|
|
|
std::fprintf(stderr, "FAILED: file not found: %s\n", wmoPath.c_str());
|
|
|
|
|
am.shutdown();
|
|
|
|
|
return 1;
|
2026-05-05 12:41:19 -07:00
|
|
|
}
|
|
|
|
|
am.shutdown();
|
2026-05-05 16:57:06 -07:00
|
|
|
} else {
|
|
|
|
|
std::fprintf(stderr, "FAILED: cannot initialize asset manager\n");
|
|
|
|
|
return 1;
|
2026-05-05 12:41:19 -07:00
|
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}
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return 0;
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}
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}
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feat(editor): add standalone world editor (rough/WIP)
Standalone wowee_editor tool for creating custom WoW zones.
This is a rough initial implementation — many features work but
M2/WMO rendering still has issues (frame sync, texture layout
transitions) and needs further polish.
Terrain:
- Create new blank terrain with 10 biome types (Grassland, Forest,
Jungle, Desert, Barrens, Snow, Swamp, Rocky, Beach, Volcanic)
- Load existing ADT tiles from extracted game data
- Sculpt brushes: Raise, Lower, Smooth, Flatten, Level
- Chunk edge stitching prevents seams between tiles
- Undo/redo (100-deep stack, Ctrl+Z/Ctrl+Shift+Z)
- Save to WoW ADT/WDT format
Texture Painting:
- Paint/Erase/Replace Base modes
- Full tileset texture browser (1285 textures from manifest)
- Per-zone directory filtering and search
- Alpha map editing with 4-layer limit (auto-replaces weakest)
Object Placement:
- M2 and WMO model placement with full manifest browser (11k M2s, 2k WMOs)
- M2Renderer + WMORenderer integrated (loads .skin files for WotLK)
- Ghost preview follows cursor before placing
- Ctrl+click selection, right-click context menu
- Transform gizmo (Move/Rotate/Scale with axis constraints)
- Position/rotation/scale editing in properties panel
NPC/Monster System:
- 631 creature presets scanned from manifest, categorized
(Critters, Beasts, Humanoids, Undead, Demons, etc.)
- Stats editor: level, health, mana, damage, armor, faction
- Behavior: Stationary, Patrol, Wander, Scripted
- Aggro/leash radius, respawn time, flags (hostile/vendor/etc.)
- Save creature spawns to JSON
Water:
- Place water at configurable height per chunk
- Liquid types: Water, Ocean, Magma, Slime
- Rendered as translucent colored quads
- Saved in ADT MH2O format
Infrastructure:
- Free-fly camera (WASD/QE, right-drag look, scroll speed)
- 5-mode toolbar: Sculpt | Paint | Objects | Water | NPCs
- Asset browser indexes full manifest on startup
- Editor water/marker shaders (pos+color vertex format)
- forceNoCull added to M2Renderer for editor use
- AssetManifest::getEntries() and AssetManager::getManifest() exposed
Known issues:
- M2/WMO rendering may not display on first placement (frame index
sync between update/render was misaligned — now fixed but untested
end-to-end)
- Validation layer errors on shutdown (resource cleanup ordering)
- Object placement on steep terrain can miss raycast
- No undo for texture painting or object placement yet
2026-05-05 03:47:03 -07:00
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if (dataPath.empty()) {
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dataPath = "Data";
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LOG_INFO("No --data path specified, using default: ", dataPath);
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}
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wowee::editor::EditorApp app;
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if (!app.initialize(dataPath)) {
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LOG_ERROR("Failed to initialize editor");
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return 1;
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}
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if (!adtMap.empty()) {
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app.loadADT(adtMap, adtX, adtY);
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}
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app.run();
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app.shutdown();
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return 0;
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}
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