Unify asset system: one asset set, always high-res

Remove HDPackManager, expansion overlay manifests, and BLP size-comparison
logic. Assets now resolve through a single manifest with a simple override
directory (Data/override/) for future HD upgrades.
This commit is contained in:
Kelsi 2026-02-15 04:18:34 -08:00
parent 1bc7b12b20
commit d7e2b26af7
13 changed files with 31 additions and 658 deletions

View file

@ -17,7 +17,7 @@ namespace rendering { class Renderer; }
namespace ui { class UIManager; }
namespace auth { class AuthHandler; }
namespace game { class GameHandler; class World; class ExpansionRegistry; }
namespace pipeline { class AssetManager; class DBCLayout; class HDPackManager; }
namespace pipeline { class AssetManager; class DBCLayout; }
namespace audio { enum class VoiceType; }
namespace core {
@ -57,7 +57,6 @@ public:
pipeline::AssetManager* getAssetManager() { return assetManager.get(); }
game::ExpansionRegistry* getExpansionRegistry() { return expansionRegistry_.get(); }
pipeline::DBCLayout* getDBCLayout() { return dbcLayout_.get(); }
pipeline::HDPackManager* getHDPackManager() { return hdPackManager_.get(); }
void reloadExpansionData(); // Reload DBC layouts, opcodes, etc. after expansion change
// Singleton access
@ -121,7 +120,6 @@ private:
std::unique_ptr<pipeline::AssetManager> assetManager;
std::unique_ptr<game::ExpansionRegistry> expansionRegistry_;
std::unique_ptr<pipeline::DBCLayout> dbcLayout_;
std::unique_ptr<pipeline::HDPackManager> hdPackManager_;
AppState state = AppState::AUTHENTICATION;
bool running = false;