New features:
- Align to Slope: rotates objects to match terrain surface normal at
their position (trees on hillsides lean naturally). Works with
multi-select. Available in object panel and right-click context menu
- Batch Convert Assets: File menu option to recursively convert all
M2→WOM and WMO→WOB files in a data directory to open format
- Import & Load: one-click WCP unpack + auto-open the imported zone
- sampleTerrainNormal() for slope detection via height differencing
- Zone load error toasts for missing/corrupt files
- ObjectPlacer::loadFromFile() now resets uniqueIdCounter_ and clears
selectedIndices_ to prevent ID collisions on repeated loads
- Zone rename validates against path traversal and special characters
(rejects slashes, dots, colons, control chars, empty strings)
- UI shows error toast for invalid zone names
Bug fixes:
- ObjectPlacer::clearAll() now resets uniqueIdCounter_ to 1
- NpcSpawner::clearAll() added with idCounter_ reset (was manual clear)
- clearAllObjects() uses NpcSpawner::clearAll() instead of manual clear
- Quest panel has terrain-loaded guard (prevents crash before loading)
Features:
- Zone rename: editable map name field in Info panel (press Enter)
- Load objects/creatures/quests from both output/ and custom_zones/
directories (WOT zones from custom_zones now get their NPCs loaded)
Bug fixes:
- Fix README.txt version from v0.8.0 to v1.0.0
- Reset NPC idCounter_ on loadFromFile to prevent ID collisions
- WCP content pack uses project author/description if loaded instead
of hardcoded "Kelsi Davis"
New features:
- Select by Type: context menu items for "Select All M2 Models" and
"Select All WMO Buildings" for batch type-based selection
- selectByType(PlaceableType) added to ObjectPlacer
- Export summary toast now shows object/NPC/quest counts alongside
file count and open format score (5s duration)
- Auto-save toast notification when auto-save fires
- Edit > Auto-Save Settings: enable/disable toggle, interval slider
(60-900s), countdown timer display
- Zone manifest now scans output directory for all exported ADT tiles
and includes them in zone.json (adjacent tiles no longer orphaned)
- Auto-save interval and enabled state exposed via EditorApp accessors
- Ctrl+A selects all placed objects, context menu has Select All item
- selectAll() added to ObjectPlacer, works with multi-select transforms
- Recent Zones submenu in File menu (last 8 loaded zones, deduplicated)
- Minimap: selected objects shown as white dots with gold ring outline
vs yellow dots for unselected objects
- Help panel updated with Ctrl+A and Ctrl+Shift+Click documentation
- Multi-select: Ctrl+Shift+Click adds objects to selection, transforms
(move/rotate/scale/delete) operate on all selected objects at once
- Time-of-day slider (0-24h) with automatic sun angle, light color,
ambient, fog, and sky color transitions (dawn/day/dusk/night)
- View > Sky/Lighting menu: color pickers for light/ambient/fog, fog
distance sliders, preset buttons (Dawn/Noon/Dusk/Night)
- loadADT prefers WOT/WHM open format from custom_zones/output dirs
- Selection count display when multiple objects selected
- setSkyPreset now delegates to setTimeOfDay for consistency
- Show active texture name in info panel when in paint mode
- Display terrain height range (min/max/avg) in properties panel
- Document Alt+Click eyedropper shortcut in help panel
- Texture eyedropper: pickTextureAt() samples dominant texture at world
position by reading chunk alpha maps. Alt+Click in paint mode or
click the Eyedropper button to activate
- loadADT now checks custom_zones/ and output/ for WOT/WHM open format
files first, falling back to ADT binary only if not found
- Fix unused variable warning in scatterPatches
- Document Alt+Click in help panel
- About dialog: shows all 6 format replacements, feature counts, tech
- File menu: "Validate Open Formats" shows live per-format status with
color-coded [OK]/[!!]/[--] indicators and score out of 6
- Status bar: shows quest count alongside objects/NPCs, undo/redo depth
- River/Road tool now uses click-capture mode instead of button-based
cursor position — click terrain directly to set start and end points
- 3-step flow: Click Start → Click End → Apply Path (with preview text)
- Cancel button available at each step
- Path state tracked on EditorUI with setPathPoint()/clearPath()
- Intercepts terrain clicks before mode-specific handling when active
- Extend undo/redo to snapshot alpha maps and texture layers alongside
heights — texture painting operations are now fully undoable
- Bracket paint mode with beginStroke/endStroke like sculpt mode
- Fix stale static char buffer in quest objective loop (showed wrong
objective's description when editing multiple objectives)
- Zero-initialize all quest UI text buffers for null termination safety
- Fix unused variable warnings in terrain_editor.cpp
- Add chain link combo to quest creation (select next quest in chain)
- Add completion text field to quest creation form
- Quest list shows chain arrows (->chain) for linked quests
- Click quest in list to edit title, level, XP inline
- Delete button for individual quests
- Live chain validation with error display (broken refs, circular chains)
- Load Quests button alongside Save Quests
- File > Load Custom Zone scans output/ and custom_zones/ for zone.json
- Lists all discovered custom zones with name and quest indicator [Q]
- Tooltip shows description and author on hover
- Click to load the zone's WOT/WHM terrain into the editor
- Parses tile coords from WOT filename for correct positioning
- Full round-trip: export → discover → reload for iterative editing
- File > Project > Git submenu: Init, Commit, Push, Pull operations
- Init Git Repo: initializes git in the project directory with initial commit
- Commit Changes: auto-saves zone then commits all changes
- Push/Pull: sync with remote repositories for team collaboration
- Git Status: shows current repo state directly in the menu
- Teams can collaborate on custom expansions using standard git workflows
- File > Project submenu: New/Save/Load project, add zones
- "Add Current Zone to Project" captures loaded map/tile info
- Project path editable in the menu
- Zone count shown for quick reference
- Foundation for multi-zone custom expansion workflow:
create project → add zones → edit each → export all as WCP
- File > Export Open Format (.wot/.whm) menu item for standalone export
- Every zone export (Ctrl+S, Export Zone) now also writes .wot/.whm
alongside the ADT/WDT — dual format output
- Export package now contains: ADT + WDT + WOT + WHM + JSON files
- Both Blizzard-compatible (for existing servers) and open format
(for wowee-native loading and redistribution)
- File > Export Content Pack (.wcp) saves zone + packs into WCP archive
- Auto-saves zone first, then bundles into the novel WCP format
- WCP is a custom format unique to wowee (not MPQ, not CASC)
- Output: output/MapName.wcp ready for distribution
- Toast notification on success/failure
- "Create + Generate" was setting a flag but never calling generateCompleteZone()
- Now properly chains: create terrain → run full procedural pipeline
(noise → smooth → normals → height paint → slope paint → detail → water → beaches)
- Uses generateAfterCreate_ flag to defer generation until after terrain is created
- Pick height, Punch Hole, Fill Hole, Delete All in Radius buttons
no longer require cursor to be actively on terrain
- All buttons now use last known brush position consistently
- Fixes the fundamental UX issue where clicking a UI button moves
the cursor off terrain, making the button do nothing
- About dialog was broken because ImGui::OpenPopup inside BeginMenu
has wrong ID scope — popup never appeared
- Changed to a proper ImGui::Begin window with showAbout_ flag
- Closeable with X button or clicking About again
- Shows version, author, feature summary, and tech stack
- Removed isActive() requirement from all "Create at Cursor" buttons
(Mesa, Crater, Hill, Valley, Stamp, Ridge, Flatten Platform, Holes)
- Buttons now use the last known brush position which persists when
cursor moves to the UI panel to click the button
- Fixes: "Create Mesa at Cursor can't work if cursor is clicking
that button" — now it uses wherever the cursor was last on terrain
- Set Start/End buttons for river/road no longer require brush to be
actively on terrain at click time — uses last known brush position
which persists when cursor moves to the UI panel
- Shows cursor coordinates above the buttons for visual confirmation
- Edge ramp confirmed to only affect terrain heights, not water levels
(water has its own height independent of terrain)
- ADT doodad/WMO positions now converted from ADT space to render coords
via core::coords::adtToWorld() — fixes objects appearing at wrong positions
when loading existing WoW maps
- Selecting a map in the Load dialog now auto-finds the first valid tile
(no more clicking "Find Tile" manually — it's automatic)
- Better error messages with toast for failed terrain loads
- Validates mesh has valid chunks before attempting GPU upload
- Quick Biome Paint: select a biome (Grassland/Forest/Desert/Snow/Swamp/Barrens)
and apply its full texture set in one click
- Sets base texture for all chunks + scatters variation patches
- Each biome has a primary ground texture + secondary variation
- Much faster than manual painting for initial zone texturing
- Scatter Patches: randomly places texture circles across the terrain
for natural-looking surface variation (dirt patches, rock outcrops)
- Configurable count, min/max radius, and seed
- Preset buttons for dirt and rock patches
- Uses the existing paint() method with random positions
- Adds visual variety to otherwise uniform terrain texturing