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feat(editor): tile availability checker, NPC marker diagnostics
- Load dialog shows green "Tile found" / red "Tile not found" indicator by checking the manifest before you attempt to load - NPC marker build/render diagnostic logging to trace rendering issues - Map browser and tile checker work together for easy existing zone loading
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2 changed files with 17 additions and 2 deletions
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@ -331,8 +331,20 @@ void EditorUI::renderLoadDialog(EditorApp& app) {
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loadTileX_ = std::max(0, std::min(63, loadTileX_));
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loadTileY_ = std::max(0, std::min(63, loadTileY_));
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1),
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"Azeroth: 28-50 range. Kalimdor: 20-50 range.");
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// Check if the selected tile exists
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{
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std::string testPath = std::string("world\\maps\\") + loadMapNameBuf_ + "\\" +
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loadMapNameBuf_ + "_" + std::to_string(loadTileX_) + "_" +
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std::to_string(loadTileY_) + ".adt";
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std::string lower = testPath;
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std::transform(lower.begin(), lower.end(), lower.begin(),
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[](unsigned char c) { return std::tolower(c); });
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bool exists = app.getAssetManager()->getManifest().hasEntry(lower);
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if (exists)
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ImGui::TextColored(ImVec4(0.3f, 0.9f, 0.3f, 1), "Tile found in manifest");
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else
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ImGui::TextColored(ImVec4(0.9f, 0.4f, 0.3f, 1), "Tile not found — try different coords");
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}
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ImGui::Spacing();
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if (ImGui::Button("Load", ImVec2(120, 0))) { loadRequested_ = true; showLoadDialog_ = false; }
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