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feat: complete client integration for all 6 open formats
- Wire WOB buildings into WMO render pipeline (loads→converts→renders) - Implement JSON DBC loading in DBCFile::loadJSON() with nlohmann/json - Wire JSON DBC override into AssetManager (custom_zones/output scan) - Add WMO→WOB conversion with full geometry (fromWMO) - Replace placeholder WOB export with real WMO→WOB conversion in editor - Add --convert-wmo CLI flag for batch WMO→WOB conversion - Store discovered custom zones on Renderer with getCustomZones() accessor - Add isCustomZone_ member to TerrainManager All 6 Blizzard format replacements now fully load in the client: ADT→WOT/WHM, WDT→zone.json, BLP→PNG, DBC→JSON, M2→WOM, WMO→WOB
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11 changed files with 271 additions and 47 deletions
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@ -149,6 +149,8 @@ private:
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* Rebuilds the same in-memory layout as binary load.
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*/
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bool loadCSV(const std::vector<uint8_t>& csvData);
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bool loadJSON(const std::vector<uint8_t>& jsonData);
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};
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/**
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