Audits a zone's open-format asset pack: counts and total bytes
for textures (PNG signature check), meshes (WOM load + sanity
check), and audio (RIFF/WAVE header check). Reports any
malformed files by relative path and exits 1 if anything is
invalid or the pack is empty.
Ties together the zone-pack orchestrator family — a CI step
can now gate that gen-zone-starter-pack output is healthy
before downstream packaging.
Procedural plank bridge: deck of N axis-aligned planks running
along the length with small gaps between, optional side rails
(top rail + 3 posts each side). Length runs along +X, width
along Z. Pass railHeight=0 to skip rails for a simpler footbridge.
Defaults: length=6, width=2, planks=6, railHeight=1. Useful for
river crossings, dungeon catwalks, scenic overlooks. Brings the
procedural mesh primitive set to 18.
Three audio-engineering noise colors:
white — equal energy per Hz (uniform random samples)
pink — equal energy per octave via Voss-McCartney 7-band
cascade (1/f spectrum, sounds like rain or wind)
brown — 1/f² spectrum via random walk (sounds like distant
surf or rumbling weather)
All written as PCM-16 mono with same RIFF header + 5ms
attack/release envelope as gen-audio-tone. Replaces typical
proprietary nature-sound MP3 placeholders for ambient zone
audio with hand-synthesized seeded WAVs.
Inventories every WAV under <zoneDir>/audio/ with stats parsed
straight from the RIFF/WAVE header: sample rate, channel count,
bit depth, duration. Both human-readable table and --json
output supported.
Completes the per-zone asset accounting trio alongside
--list-zone-meshes and --list-zone-textures.
Drops a 6-WAV starter pack into <zoneDir>/audio/: ambient-low
+ ambient-mid (drone pair, fifth interval), music-stinger,
chime, alert, click. All hand-synthesized PCM-16 mono WAVs
via --gen-audio-tone — no MP3 patent or licensing baggage.
Closes the audio side of the open-format zone bootstrap. A
fresh zone now has full coverage across textures (PNG), meshes
(WOM), and audio (WAV) from procedural generators alone.
Procedural classical column. Cylindrical shaft with N concave
flutes (radius modulated by cos² of angle×flute-count) capped
by wider disc bases above and below — basic capital + base
geometry. Defaults: radius=0.4, height=4, flutes=12, capScale=1.25.
Useful for ruins, temples, dungeons, plaza decoration. Brings
the procedural mesh primitive set to 17.
Hand-rolled RIFF/WAVE PCM-16 mono encoder — no library deps,
44-byte header written field-by-field. Supports four waveforms
(sine/square/triangle/saw), 5ms attack/release envelope to
prevent click on tone start/stop, freq 0..24kHz, duration
0..600s, sampleRate 8k..192k.
Opens a brand-new file family in the open-format ecosystem
alongside WOM/WOB/PNG/JSON. Proprietary MP3 placeholders for
zone audio can now be replaced by hand-synthesized WAVs with
no patent or licensing baggage.
Companion to --list-zone-textures. Walks every WOM under a
zone dir and reports per-mesh size, vertex/triangle counts,
bone/anim/batch counts, and texture-ref counts. Both human-
readable table and --json output supported.
Useful for "how heavy is this zone" budgeting and verifying
that bootstrapping orchestrators (gen-zone-mesh-pack, gen-zone-
starter-pack) produced what they claim.
Convenience entry point that runs --gen-zone-texture-pack and
--gen-zone-mesh-pack in sequence so a fresh zone gets a full
open-format asset bootstrap from one command. Seed propagates
to both children for reproducibility.
A new zone now goes from "just a zone.json" to "11 placeholder
assets across textures/ and meshes/" with one invocation —
zero proprietary M2/BLP imports required.
Companion to --gen-zone-texture-pack. Drops a 5-mesh starter
pack (3 rock variants + tree + fence) into <zoneDir>/meshes/ by
fanning out to the procedural --gen-mesh-* family. Each rock
variant uses a distinct seed so they read as different boulders.
Together with the texture-pack orchestrator a fresh zone can now
be bootstrapped to first-render-ready state with zero proprietary
M2/BLP imports — entirely from open WOM/PNG output.
Procedural grass texture: jittered base color + scattered short
vertical blade strokes blending toward a brighter highlight hue.
Strokes wrap on Y so the texture tiles vertically. Reproducible
from a seed.
Defaults: density=0.15, seed=1, W=H=256. Brings procedural
texture pattern set to 14 commands.
Subdivided octahedron + smooth sin-product noise displacement.
Each seed produces a unique silhouette so scattering looks
varied. Defaults: radius=1, roughness=0.25, subdiv=2 (128
triangles), seed=1.
Pairs naturally with random-populate-zone for outdoor decoration
and brings the procedural mesh primitive set to 16.
New zone-scope command that drops a 6-texture starter pack
(grass, dirt, stone, brick, wood, water) into <zoneDir>/textures/
by fanning out to the procedural --gen-texture-* family. Saves
users from sourcing proprietary art when bringing up a new zone —
the entire pack is open PNG output from procedural generators.
Adds to the gen-random-zone family of project orchestrators.
Procedural wood grain texture: vertical streaks of varying width
between two hues, plus pseudo-random knots. Reproducible from a
seed via tiny LCG (no <random> dep). Suitable for doors, planks,
fences, crates.
Defaults: spacing=12px, seed=1, W=H=256. Brings procedural
texture pattern set to 13 commands.
Procedural brick wall texture with offset rows + mortar lines. Each
row alternates by half a brick width, mortar gap appears between
rows and within each row. Useful for walls, chimneys, paths, and
medieval-zone props.
Defaults: brickW=64 brickH=24 mortarPx=4 W=H=256. Brings procedural
texture pattern set to 12 commands.
Procedural tree: cylindrical trunk (12 segments) + UV-sphere
foliage (12 segs × 8 stacks). Foliage centered above the trunk
with a slight overlap so the trunk pokes into the bottom of the
canopy.
Useful for ambient zone decoration, distant tree placeholders,
magic-grove props. The 15th procedural primitive — composite of
cylinder + sphere with everything in a single batch so it ships
as one mesh.
Args: <wom-base> [trunkRadius] [trunkHeight] [foliageRadius]
Defaults: 0.1 / 2.0 / 0.7 (3.2y total height — small/medium tree).
Pairs naturally with --add-texture-to-mesh for the bark+leaf
textures, or just one composite texture since this is a single-
batch mesh. Verified: defaults produce 143 verts / 216 tris.
Times each --audit-project sub-step end-to-end so users can see
where the slow checks are. Useful for tuning a CI pipeline: drop
the slowest check from a fast-feedback pre-commit hook, run the
full audit on push.
Reports wall-clock per step, share of total, and pass/fail status
for each. Status column means the check ran cleanly even on a zone
with content issues — bench timings are about runtime, not
correctness.
On a small test zone, items-schema and spawn-placement dominate
the share (~25% each) since they involve loading content +
sampling terrain. Format/open-only/refs/content are sub-10ms each.
Same value-noise function as --gen-texture-noise but interpolated
between two RGB endpoints rather than emitted as grayscale.
Useful for terrain detail (grass+dirt mottle), magic fog, marble
veining, or any "natural variation" pass that shouldn't be
desaturated.
Args: <out.png> <colorAHex> <colorBHex> [seed] [W H]
Defaults: seed 1, 256x256.
11th procedural texture pattern (joining solid, BW checker, color
checker, grid, vertical/horizontal/radial gradients, grayscale
noise, stripes, dots, rings).
Compares two zones' creatures + objects with two-pointer match-by-
(kind, name): paired entries with mismatched positions report as
"moved" with the (dx, dy, dz) delta; entries that exist in only one
zone are added/removed.
Useful for "what did this branch change vs main" before merging,
for confirming a copy-zone-items produced the expected result, and
for cross-zone consistency reviews.
Move threshold is 0.5y; smaller deltas count as "same" since
typical drift from snap-zone-to-ground is sub-yard. Exit 1 if
anything differs so CI can gate on cross-zone consistency.
Verified: 2 different random-populated zones → reports 6 added /
5 removed / 1 moved / 0 same with the moved entry showing its
position delta.
Extended the composite project audit from 4 sub-checks to 6,
adding the two new gates:
- validate-project-items (items.json schema across zones)
- audit-project-spawns (spawn Z within 5y of terrain)
Sub-checks now ordered cheapest → most expensive so a fast failure
surfaces before the slow ones run: format validation runs in
milliseconds, but spawn-placement audit requires loading every WHM
tile and casting rays.
Single-command release-readiness gate: a green --audit-project
now means format-clean + open-only + items-clean + refs-resolve +
content-sane + spawns-grounded.
The existing --gen-texture's "checker" pattern is fixed black/white
at 32px. This is the configurable variant: pass two colors and an
optional cell size to generate boards in any palette. Useful for
chess/checker game boards, kitchen-floor textures, hazard markers
in colors other than monochrome, retro UI backgrounds.
Args: <out.png> <colorAHex> <colorBHex> [cellPx] [W H]
Defaults: cellPx 32, 256x256.
10th procedural texture pattern (joining solid, the BW checker,
grid, vertical/horizontal/radial gradients, noise, stripes, dots,
rings).
Builds a doorway arch from two rectangular columns (one on each
side of the opening) plus a semicircular curved band across the
top. Total height = openingHeight + archRadius (where archRadius
= openingWidth/2). Aligned so the inside of the opening is
centered on the Y axis.
Args: <wom-base> [openingW] [openingH] [thickness] [depth] [segments]
Defaults: 1.0 / 1.5 / 0.2 / 0.3 / 12. Curve segments hard-capped
at 256.
Useful for cave entrances, gates, portal frames, dungeon
thresholds. The 12th procedural primitive (joining cube/plane/
sphere/cylinder/torus/cone/ramp/grid/disc/tube/capsule).
Verified: 1.0×1.5 opening with 12 segments produces 96 verts /
48 tris, bounds Z spans 0..2.0 (= 1.5 + 0.5 arch radius).
Recursively copies an entire project tree (every zone subdir +
manifests + content files). Refuses to overwrite an existing
destination so a typo doesn't silently merge into the wrong
project — user must delete the destination first if intentional.
Reports zone count, total file count, and total byte count of
what was copied. Useful for forking a project for experimentation,
or for creating snapshot backups before risky bulk operations
like --strip-data-tree or --remove-project-orphans.
Verified: 2-zone gen-random-project source → copy-project →
"zones: 2, files: 12, total bytes: 395989" reported correctly,
existing destination correctly rejected.
Project-wide companion to --info-zone-overview. Single-page table
with one row per zone showing biome / tile count / creature / object
/ quest / item counts and audio yes-or-no, plus aggregate totals
across the project.
Useful for "what's in this project" at-a-glance reviews and CI
artifacts that need a compact status snapshot. Cheap content
counts via direct JSON parse (same approach as --info-zone-overview)
so even a 100-zone project takes milliseconds.
Verified on 3-zone gen-random-project run: per-zone rows show
identical counts (5c/2o/3i each), totals row aggregates correctly
to 15c/6o/9i.
Where --info-zone dumps every manifest field, --info-zone-overview
is a tweet-length status: zone name, biome, content counts, audio
flag. Easy to grep through --for-each-zone output to spot
outliers.
Format: name [biome] Nt/Cc/Oo/Qq/Ii [+audio]
N = tiles, C = creatures, O = objects, Q = quests, I = items
+audio shown when music or any ambience is set
Cheap content counts via direct JSON parse — no need to spin up
the full NpcSpawner/ObjectPlacer/etc classes for an overview.
Both human and --json output modes.
Capsule along the Y axis: cylindrical body of length cylHeight
bookended by two hemispheres of `radius`. Total height is
cylHeight + 2*radius.
Useful for character collision shells, pill-shaped buttons,
hot-dog props, physics-friendly placeholders, sausages.
Layout: top hemisphere (stacks rings, north pole at the top) →
cylindrical body (1 quad band) → bottom hemisphere (mirror).
Per-vertex normals follow the smooth surface so shading works
correctly through the body-cap transition.
Args: <wom-base> [radius] [cylHeight] [segments] [stacks]
Defaults: 0.5 / 1.0 / 16 / 8.
Verified: defaults produce 340 verts / 544 tris with bounds
spanning the expected total height of 2.0 (= 1.0 cylinder +
2*0.5 hemispheres). Brings the procedural primitive set to 11.
Adds a public EditorApp::getActiveBiome() accessor and renders the
biome name in the status bar between the tile coords and the
dirty marker. So the bar reads, e.g., "[Sculpt] mymap [32,32]
Forest *" — at a glance the user knows what biome the painting/
auto-paint passes will use.
Useful especially after creating a new terrain: the biome
selection previously only mattered at create time + during
"Generate Complete Zone", with no visible feedback that it was
remembered.
Hollow cylinder along the Y axis with separate outer wall, inner
wall (normals pointing inward + reversed winding so the inside
faces the viewer when looking through), and two annular caps. UV
coords on the caps map the inner ring proportionally so a radial
texture stays continuous across both rings.
Useful for railings, fence posts, pipes, hollow logs, ring towers
— anywhere a solid cylinder would feel wrong because you should
be able to see through the middle.
Args: <wom-base> [outerR] [innerR] [height] [segments]
Defaults: 1.0 / 0.7 / 2.0 / 24. Validates innerR < outerR so the
walls don't intersect.
Verified: defaults produce 200 verts / 192 tris (4 surfaces × 48
quads × 2 tris = 384, halved by per-segment-pair indexing → 192).
Brings the procedural primitive set to 10 (cube/plane/sphere/
cylinder/torus/cone/ramp/grid/disc/tube + stairs + heightmap).
Where --info-cli-stats just counts per category, this lists every
command in each category. Categories sorted by count descending,
commands within each alphabetically. Header shows total count for
context.
Useful for "I know I want to gen something but what shapes/textures
are available?" — opens a clear view into the procedural toolset
that --help's flat dump buries. With 250 commands today the
categorization makes the surface tractable.
Flat circular disc on XY centered at origin. Center vertex + ring
of <segments>+1 vertices (extra one to break the UV seam),
indexed as a fan.
Useful for magic circles, coin meshes, lily pads, top caps for
cylinders the user wants without making a full cylinder, table
tops, etc. UV mapping is centered (0.5, 0.5) at the disc's center
and unit-circle-aligned at the rim, so radial textures (like the
new --gen-texture-rings) align correctly.
Args: <wom-base> [radius] [segments]
Defaults: radius 1.0, segments 32. Hard-capped at 1024 segments.
Verified: radius 0.5 / segments 24 produces 26 verts / 24 tris.
Detailed view of one creature or object by index. Where
--list-zone-spawns shows headline fields in a table, --info-spawn
dumps every field for a single record:
Creatures: id, name, modelPath, displayId, position, orientation,
level, health/mana, faction, scale, behavior mode, wander/aggro/
leash radii, respawn time, flag set (hostile/questgiver/vendor/
trainer), patrol-path waypoint count.
Objects: uniqueId, path, type (m2/wmo), position, rotation, scale.
Both kinds support --json for downstream scripts. Useful for
spot-checking individual records discovered via list-zone-spawns or
audit-zone-spawns.
Verified: random-populated zone → info-spawn creature 0 shows
Spider with all behavior fields populated; object 0 shows mushroom
WMO with rotation/scale.
Offsets each vertex along its current normal by heightmap brightness
× scale. UVs determine where each vertex samples the heightmap;
sampling uses bilinear filtering with UV-wrap so repeating UVs
tile correctly.
Pairs naturally with --gen-mesh-grid: gen a flat grid, then
--displace-mesh with a noise PNG to create procedural terrain. Or
use it on a sphere to make a bumpy planet, on a cylinder for tree-
bark deformation, etc.
Output reports the actual delta range produced so the user can
gauge the scale. A hint suggests running --smooth-mesh-normals
afterward since the post-displacement shading would otherwise
follow the original (now-stale) flat normals.
Verified pipeline: --gen-mesh-grid (32×32, 1089 verts) → --gen-
texture-noise → --displace-mesh (scale 2) → bounds X/Y stay ±5
while Z spans 0..1.93.
Flat plane on the XY plane subdivided into NxN cells. Useful for
LOD demos, deformable surfaces (later --displace passes), and
testbench geometry that needs many triangles for benchmarking.
Default size 1.0 (centered on origin), subdivisions hard-capped at
256 so a typo can't generate 130k+ vertices accidentally.
Vertex count is (N+1)² and triangles are 2N², both reported in the
output so the user sees the budget. Verified: N=16 size=4 produces
289 verts / 512 tris.
EditorApp::auditSpawnsAgainstTerrain(threshold) counts every
creature + object whose Z is more than `threshold` yards off the
sampled terrain. Returns the issue count; non-mutating.
Generate menu gets a new "Audit Spawns Against Terrain" item that
runs the audit at the default 5y threshold and shows a toast: a
clean count if everything's fine, or the issue count + a hint to
run "Snap All" if not. Surfaces placement bugs without dropping
to the CLI.
Pairs with the existing "Snap All Spawns to Ground" so the
workflow stays inside the editor: audit → see count → snap →
audit again.
Generates <count> random zones in a single pass. Names default to
"Zone1, Zone2..."; tile coordinates step outward from (32, 32) in
a small raster so the zones don't overlap. Each zone gets a
unique sub-seed (seed + n) so its random content differs from its
siblings.
Args:
<count> required (1..100)
--prefix S name prefix (default "Zone")
--seed N base seed (default 100)
--creatures N per zone (default 20)
--objects N per zone (default 10)
--items N per zone (default 25)
Useful for spinning up a multi-zone playtest project from a single
command. Verified: count=3 with prefix Test produces Test1/Test2/
Test3 each with 4 creatures + 2 objects + 5 items, all on separate
tile coordinates around (32,32).
Project-wide companion to --list-zone-spawns. Combines creatures +
objects across every zone into one listing keyed by (zone, kind,
name) with position + a per-kind extra column (level for creatures,
scale for objects). Both human (table) and --json output.
Useful for project-wide review and for piping into spreadsheets via
--json — the zone column lets a pivot table group/filter by zone
which the per-zone command can't.
Composes scaffold-zone + random-populate-zone + random-populate-
items into a single invocation. Useful for "I just want a complete
test zone, don't make me chain three commands" — common case for
playtest fixtures and CI scenario setup.
Args:
<name> required (becomes the slug)
[tx ty] optional (default 32 32)
--seed N default 42 (items use seed+1 so they don't
correlate with creature/object placements)
--creatures N default 20
--objects N default 10
--items N default 25
Each sub-step's output streams through. If any step fails the
generator stops and reports which one. Slug-cleans the name to
match scaffold-zone's expectations.
Verified: TestZone with 5/3/8 counts produces a complete zone dir
containing creatures.json, items.json, objects.json, the .whm/.wot
tile pair, and zone.json.
One-command survey of "what's in this zone" without running both
--info-creatures and --info-objects separately. Pretty-prints two
tables (creatures and objects) with idx / level-or-type / position /
key-field columns. Also supports --json for downstream scripts.
Useful for quick spot-checks during placement and for piping into
review notes — the JSON form makes it easy to grep/jq for
specific entries.
Adds a small "Play" button next to the music and ambience dropdowns
that hands the selected file off to the OS default audio player —
'open' on macOS, 'xdg-open' on Linux, 'start ""' on Windows.
Buttons only appear when a file is set.
Avoids pulling SDL_mixer (or any new dep) into the editor binary
just for the preview workflow. Designers already have a working
audio player; this just routes the file there with one click
instead of having them hunt through Data/Sound/Music in their file
manager.
Closes the third leg of the original "dropdown + browse + play
audio to hear it" ask: dropdown is the auto-scanned combo from the
prior commit; browse-via-real-files works through the dropdown;
play preview works now via OS shell.
Project-wide companion to --audit-zone-spawns. Spawns the binary
per-zone (only those with creatures.json or objects.json),
streams the per-zone reports, and exits 1 if any zone has spawns
flagged.
Optional --threshold N flag is forwarded to each sub-invocation so
projects with stricter or looser placement requirements get
consistent audits across zones.
CI-friendly pre-release placement check: drop into a pipeline,
fail the build if any spawn is more than N yards off terrain.
Adds EditorApp::snapAllSpawnsToGround() and a menu item under
Generate, mirroring the --snap-zone-to-ground CLI for users who
want the action without context-switching to a terminal.
Walks every NPC + object, casts a downward ray from baseZ+500y,
and writes the hit Z into spawn.position.z. Patrol waypoints on
each NPC are snapped too. Marks the project dirty + auto-save
pending so the change persists without a manual Ctrl+S.
Existing per-selection "Snap Ground" button on the right panel is
unchanged; this is the bulk version for "I just edited terrain
under a populated area."
Non-destructive companion to --snap-zone-to-ground. Loads the
zone's terrain, samples the height under each creature + object,
and flags any whose Z is more than <threshold> yards (default 5)
off from the terrain.
Useful for surveying placement issues before deciding whether to
run --snap-zone-to-ground (which would silently rewrite every
spawn). The flagged report shows kind / delta / spawnZ / terrainZ /
name so the user can spot whether the spawn is buried, floating,
or just out of bounds.
Threshold configurable via --threshold N. Exit 1 if any issue is
flagged so CI can gate on placement validity.
Verified: zone with FloatyMurloc at Z=5000 (vs terrain Z=99.9)
correctly flags it with +4900.1 delta; GroundedWolf at Z=100 is
within threshold and not flagged.
Project-wide companion to --snap-zone-to-ground. Spawns the binary
per-zone (only zones that actually have creatures.json or
objects.json — pure-terrain zones are skipped to avoid noise),
streams the per-zone output, then aggregates a summary.
Useful after a project-wide terrain regen, or after batch-running
--random-populate-zone across multiple zones — one command snaps
all the spawns at once.
Verified: 2-zone test where only z1 has populated content correctly
selects z1 alone, snaps 3 creatures + 1 object, exits 0.
Project-wide companion to --info-zone-audio. Walks every zone in
<projectDir>, reads the audio fields, emits a per-zone yes/no
table for music + ambience plus the volume sliders. Counts how
many zones have music and how many have any ambience set so the
header tells you at a glance how much audio work remains.
Useful for spotting zones still missing audio assignment before a
release pass — rather than opening each zone in the editor to
check.
Verified: 2-zone project where only A has audio configured →
header reports "with music: 1, with ambience: 1" and the per-zone
table shows A=yes/yes, B=no/no.
Walks every creature in creatures.json and every object in
objects.json, samples the actual terrain height at each spawn's
(x, y), and writes that into the spawn's Z. Useful after terrain
edits or after --random-populate-zone if the spawn baseZ doesn't
match the carved terrain.
Height lookup: loads every WHM tile listed in zone.json, then for
each spawn finds the chunk containing its (x, y) and uses the
chunk's average heightmap height + base Z. Average rather than
bilinear because spawns don't need sub-yard precision and the
average dodges sampling-induced spikes near chunk seams.
Verified: random-populate-zone followed by snap-zone-to-ground on a
fresh tile snaps 4 creatures + 2 objects without errors. Brings
command count to 235.
Right-triangular prism that climbs along +X. Footprint is size×size
on the XY plane (centered in X, +Y from 0 to size); rises from
Z=0 at -X up to Z=size at +X. Useful for ramps onto platforms,
simple roof slopes, cliff-face placeholders.
Five faces emitted as quads (top slope, bottom, back-tall vertical
wall, two side triangles encoded as degenerate quads so the
indexing stays uniform): 20 verts / 10 tris (some side tris are
zero-area; renderers skip them cleanly).
Top-slope normal is computed from the actual rise/run so shading
shows the slope angle correctly. Help text on both --gen-mesh and
--gen-mesh-textured updated to advertise the new shape — primitive
set is now cube/plane/sphere/cylinder/torus/cone/ramp + the
gen-mesh-stairs/-from-heightmap commands.