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fix(editor): generateCompleteZone honors active biome
Previously generateCompleteZone() applied a hardcoded heightband texture set (Tanaris sand → Elwynn grass → Barrens rock → Dragonblight snow) regardless of which biome the user picked in the "New Terrain" dialog. The biome's textures were correctly applied by createNewTerrain, then immediately overwritten by the hardcoded auto-paint pass. Result: every "Create + Generate" run looked the same, masquerading as "the first biome sticks." Fix: store the active biome on EditorApp and read it in generateCompleteZone(), pulling the four-band texture set + slope accent from getBiomeTextures() instead of hardcoding. Now selecting Forest vs Desert vs Snow vs ... actually changes the painted textures.
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2 changed files with 19 additions and 7 deletions
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@ -3,6 +3,7 @@
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#include "editor_camera.hpp"
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#include "editor_viewport.hpp"
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#include "editor_ui.hpp"
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#include "terrain_biomes.hpp"
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#include "terrain_editor.hpp"
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#include "texture_painter.hpp"
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#include "object_placer.hpp"
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@ -185,6 +186,11 @@ private:
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std::string loadedMap_;
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int loadedTileX_ = -1;
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int loadedTileY_ = -1;
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// Last biome the user selected via createNewTerrain. generateCompleteZone()
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// reads this so subsequent generations honor the active biome instead of
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// reapplying the same hardcoded heightband textures every time.
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Biome activeBiome_ = Biome::Grassland;
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};
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} // namespace editor
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