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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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@ -201,6 +201,8 @@ public:
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* @param mapName Map name (e.g., "Azeroth", "Kalimdor")
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*/
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void setMapName(const std::string& mapName) { this->mapName = mapName; }
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bool isCustomZone() const { return isCustomZone_; }
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void setCustomZone(bool custom) { isCustomZone_ = custom; }
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/**
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* Load a single tile
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@ -352,6 +354,7 @@ private:
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float timeSinceLastUpdate = 0.0f;
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float proactiveStreamTimer_ = 0.0f;
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bool taxiStreamingMode_ = false;
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bool isCustomZone_ = false;
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// Tile size constants (WoW ADT specifications)
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// A tile (ADT) = 16x16 chunks = 533.33 units across
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