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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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@ -1887,13 +1887,11 @@ bool Renderer::initializeRenderers(pipeline::AssetManager* assetManager, const s
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LOG_INFO("Initializing renderers for map: ", mapName);
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// Scan for custom zones on first initialization
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static bool customZonesScanned = false;
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if (!customZonesScanned) {
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customZonesScanned = true;
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auto customZones = pipeline::CustomZoneDiscovery::scan({"custom_zones", "output"});
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if (!customZones.empty()) {
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if (customZones_.empty()) {
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customZones_ = pipeline::CustomZoneDiscovery::scan({"custom_zones", "output"});
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if (!customZones_.empty()) {
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LOG_INFO("=== Custom Zones Available ===");
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for (const auto& z : customZones) {
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for (const auto& z : customZones_) {
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LOG_INFO(" ", z.name, " (", z.directory, ")",
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z.hasCreatures ? " [NPCs]" : "",
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z.hasQuests ? " [Quests]" : "");
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