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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.
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commit
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13 changed files with 31 additions and 658 deletions
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@ -17,7 +17,7 @@ namespace rendering { class Renderer; }
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namespace ui { class UIManager; }
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namespace auth { class AuthHandler; }
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namespace game { class GameHandler; class World; class ExpansionRegistry; }
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namespace pipeline { class AssetManager; class DBCLayout; class HDPackManager; }
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namespace pipeline { class AssetManager; class DBCLayout; }
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namespace audio { enum class VoiceType; }
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namespace core {
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@ -57,7 +57,6 @@ public:
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pipeline::AssetManager* getAssetManager() { return assetManager.get(); }
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game::ExpansionRegistry* getExpansionRegistry() { return expansionRegistry_.get(); }
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pipeline::DBCLayout* getDBCLayout() { return dbcLayout_.get(); }
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pipeline::HDPackManager* getHDPackManager() { return hdPackManager_.get(); }
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void reloadExpansionData(); // Reload DBC layouts, opcodes, etc. after expansion change
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// Singleton access
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@ -121,7 +120,6 @@ private:
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std::unique_ptr<pipeline::AssetManager> assetManager;
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std::unique_ptr<game::ExpansionRegistry> expansionRegistry_;
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std::unique_ptr<pipeline::DBCLayout> dbcLayout_;
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std::unique_ptr<pipeline::HDPackManager> hdPackManager_;
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AppState state = AppState::AUTHENTICATION;
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bool running = false;
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