Three issues fixed in one pass:
1. Z-offset was 35 yards — nameplates floated way above the actual
NPC position. Dropped to 3.5 yards (just above an average
creature's head) so the label reads as attached.
2. Horizontal alignment was a fixed -30 px offset, which only looked
centered for ~6-character names. Switched to ImGui::CalcTextSize
and centering on the projected position.
3. Nameplates were always-on, which got noisy fast on populated
zones. Added "Nameplate on selected only" checkbox in the NPC
panel (default ON); when unchecked, all NPCs show their names.
Vertical position also slightly tightened (sy - textSz.y - 2 vs
sy - 10) so the text baseline aligns rather than floating below.
The "Create Crater at Cursor" button used the brush's last hover
position, which was stale by the time the user clicked the button —
the cursor had to move onto the button itself, dragging the brush
position along with it. Result: crater spawned somewhere between
where the user wanted and the button.
New flow: button arms a "click on terrain to place crater" mode
(captures the user's chosen radius/depth/rim at arm time). The next
left-click anywhere on terrain spawns the crater at the actual click
position, regardless of brush state. Button label changes to "ARMED
— click on terrain to place" while waiting, with a Cancel button +
Esc to dismiss.
Misses on terrain leave the mode armed so the user can retry without
re-pressing the button.
Camera key events were gated on io.WantCaptureKeyboard, which goes
true whenever any ImGui panel has focus — not just when typing into
a text widget. Hovering the cursor over a side panel silently
disabled the flycam, which read as "WASD doesn't move the camera."
Switched the gate to io.WantTextInput, which is true only while a
text widget is actively accepting input. Now WASD/QE/Shift work
exactly when they should: always, except while you're typing into a
field.
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.
Estimated bytes-per-category breakdown for a single WOM. Numbers
are based on the in-memory struct sizes (vertex 40B, index 4B,
bone 22B, batch 16B, anim keyframe 44B, plus texture path strings)
— not the actual on-disk encoding (which has framing overhead) —
but the relative shares are accurate and help users decide where
shrinking efforts pay off.
Surfaces actionable tips when a category dominates: animations >
vertices → suggest --strip-mesh --anims with the saved KB; bones
non-trivial → suggest --bones for static placement; vertices
dominate → suggest a lower-poly variant.
Verified on procedural cube: 960B vertices (85%) + 144B indices
(13%) + 16B batches + 8B textures, total 1128 estimated vs 1184
on-disk (~5% framing overhead). Tip correctly fires for
vertex-dominated mesh. Brings command count to 231.
Extracts a grayscale heightmap PNG from a row-major W×H heightmap
mesh. Y values are normalized to 0..255 using the mesh bounds so
the output PNG uses the full dynamic range.
User supplies W and H explicitly: arbitrary meshes aren't
necessarily heightmap-shaped, and taking the dimensions as args
avoids guessing wrong on a mesh with vertex count W*H but a
different layout.
Round-trips with --gen-mesh-from-heightmap modulo the 1-byte
quantization step.
Verified: noise PNG (32×32) → heightmap mesh → exported PNG (32×32)
chain executes cleanly, height 0..1.984 mapped to 0..255 grayscale,
both PNGs share the same dimensions. Brings command count to 230.
Recomputes per-vertex normals as the area-weighted average of
incident face normals. The cross-product magnitude is twice the
triangle area, so larger faces contribute more to the local
direction — gives a clean smooth-shaded result on curved surfaces.
Use cases:
- Imported geometry has no normals (--import-obj leaves them zero
or face-flat).
- Custom transforms have desynced normals from positions.
- Faceted-by-construction meshes (cube, stairs) need a smooth
re-shade for stylistic reasons.
Degenerate verts (unreferenced or with sum that cancels to zero —
e.g., the two poles of a UV sphere) fall back to (0,1,0) rather
than leaving NaN; reported separately so the user sees how many.
Verified: sphere → 219 of 221 normalized + 2 degenerate poles
handled cleanly; minimal triangle → 3/3 normalized. Brings command
count to 229 (kArgRequired 210).
Converts a grayscale PNG into a heightmap mesh. Each pixel becomes
one vertex; brightness becomes Y. Mesh is centered on the XZ plane
with X spanning [-W*scaleXZ/2, +W*scaleXZ/2] and Z spanning the
same for H.
Defaults: scaleXZ=0.1 (a 64×64 PNG covers a 6.4×6.4 yard patch),
scaleY=2.0 (full white pixels rise 2 yards above black). Capped at
512×512 source images to keep vertex count bounded (the cap raises
to 262K verts for the largest legal input).
Normals are computed from finite differences against the height
field, giving smooth shading across the surface. Single batch +
one empty texture slot ready for downstream binding via
--add-texture-to-mesh.
Pairs naturally with --gen-texture-noise (synthetic terrain) or
any artist-painted heightmap exported from Photoshop / GIMP.
Adds stb_image.h include — implementation is already linked via
the existing tools/editor/stb_image_impl.cpp.
Verified: 64×64 noise heightmap → 4096 verts (= 64²) + 7938 tris
(= 2×63²), 6.4×6.4 span, height range 0..1.99; 1024×1024 input
rejected with size-cap error. Brings command count to 228.
Synthesizes a two-color stripe pattern PNG. Stripe width in pixels,
plus direction (diagonal default, or horizontal/vertical). Color
endpoints share the same RRGGBB / RGB hex syntax as other texture
gens.
Useful for caution tape, marble bands, hazard markers, racing-style
start/finish flags — patterns that --gen-texture's checker/grid
don't capture.
Verified: 128×128 diagonal yellow/black at 32px ('caution tape')
and 256×256 horizontal red/white at 16px both written successfully
with correct headers reported. Brings command count to 227 (and
the texture-synthesis family to 6: solid + checker + grid + linear
gradient + radial gradient + noise + stripes).
Concatenates two WOMs into a single output. Vertex buffer is the
two inputs spliced; the second mesh's indices are offset by the
first mesh's vertex count; texture slots from both are appended;
batches from the second mesh have their indexStart shifted by the
first's index count and their textureIndex shifted by the first's
texture-slot count.
Single-batch / no-batch inputs are auto-promoted to one synthetic
batch each so the merged output is always a well-formed v3.
Bones/animations are NOT merged — that requires skeleton retargeting
which is out of scope. If either input has bones, the merged output
is treated as static (bones cleared, weights reset to identity-on-
bone-0) so renderers don't read mismatched indices.
Verified: cube (24v/12t/1 batch) + sphere translated to +X (221v/
384t/1 batch) → combined (245v/396t/2 batches/2 textures), bounds
union (-0.5..3.5 in X), clean v3 reload via --info-mesh. Brings
command count to 226.
Mirrors every vertex position and normal across the chosen axis
(x, y, or z). Negating just one position component reverses face
winding (the triangle's signed area flips), so the second and
third index of every triangle is also swapped to keep front-faces
forward and lighting correct. Bone pivots mirror too.
Useful for "I have a left arm, mirror it for the right arm" content
reuse — the open-format mesh ecosystem can build symmetric content
from one half-asset without artist round-trips.
Verified: cube translated to (+5,0,0) mirrored across X → bounds
correctly land at (-5.5,-0.5,-0.5)..(-4.5,0.5,0.5); 24 vertices
touched / 12 triangles flipped reported; bad axis 'w' rejected
exit 1. Brings command count to 225.
Single CSV with every item across every zone in <projectDir>. The
zone name is the first column so a pivot table can group by it;
remaining columns mirror --export-zone-csv items output (index, id,
name, quality, itemLevel, displayId, stackable).
Saves running the per-zone CSV exporter N times and concatenating
manually. Reuses the existing CSV-escape lambda so commas and
quotes in names round-trip cleanly.
Verified: 2-zone project (A: Sword, "Helm, with comma" / B: Crown)
emits 3 rows with the comma'd name correctly double-quoted; zone
column lets a downstream pivot group correctly. Brings command
count to 224 (kArgRequired 205).
Copies items from one zone to another. Two modes:
Default (replace): destination items.json becomes a verbatim copy
of the source. Useful when zoneB is a fresh copy of zoneA's loot
table.
--merge: appends source items to existing destination items, but
preserves the destination's existing IDs by re-id'ing source
entries on collision. The destination's items take precedence; the
source's entries get fresh IDs picked from the smallest unused
positive integer.
Verified: merge with id-1 collision (dest has Boot id=1; source has
Sword id=1, Helm id=2) → Sword becomes id=2, then Helm becomes id=3
because 2 was just claimed; "re-ided: 2 (id collisions)" reported.
Replace mode wholesale-overwrites as expected. Brings command count
to 223.
Synthesizes a radial gradient PNG fading from <centerHex> at the
image center to <edgeHex> at the corner. Distance is normalized so
the corner is t=1 (works for non-square images), with a smoothstep
curve giving a soft falloff rather than a harsh disc edge.
Useful for spell glow rings, vignettes, soft-edged decals, and
particle-emitter masks — the common "circular blob" cases that
linear gradients can't produce.
Verified: 64×64 white-center / black-edge "glow" PNG written
successfully; invalid 'notacolor' hex rejected with exit 1.
Brings command count to 222.
Two convenience commands for the common "fix imported mesh" cases:
--center-mesh <wom-base>
Translates the mesh so the bounds center lands at the origin.
Useful when an OBJ comes in with its pivot in some weird corner
and the user wants center-pivoted placement. Pure translation —
shape unchanged, radius preserved.
--flip-mesh-normals <wom-base>
Inverts every vertex normal. Use case: an OBJ with flipped
winding renders inside-out — flipping normals fixes shading
without re-winding the index buffer (which would also need
batch-aware care). Also useful for skybox-like inside-facing
meshes.
Verified: cube translated to (5,0,0) → center brings it back to
±0.5 with shift line "(-5, -0, -0)" reported; flip reports 24
vertices touched. Brings command count to 221 (kArgRequired 202).
Rotates every vertex position and normal around the chosen axis
(x, y, or z) by <degrees>. Bone pivots also rotate so the skeleton
stays in sync. Bounds are recomputed from rotated positions
(axis-aligned bbox can grow under non-90° rotations).
Standard right-hand rule: positive degrees rotate counter-clockwise
when looking down the axis from positive infinity. Math is
hand-rolled (no glm::rotate dependency) for clarity at the call
site.
Together with --scale-mesh and --translate-mesh this completes the
basic transform set. Useful for "imported mesh is on its side" or
"the orientation flipped between Blender and Wowee" cleanup.
Verified: 2×2 plane on XY rotated 90° around X correctly lands on
XZ (bounds (-1,0,-1)..(1,0,1)); bad axis 'w' rejected with exit 1.
Brings command count to 219 — kArgRequired entry 200.
Synthesizes a deterministic smooth-noise PNG from a seed. Useful
for terrain detail overlays, dirt/grass blends, magic-fog
backdrops — anywhere a "natural-looking" pseudo-random texture
beats a flat color or grid.
Algorithm: 16×16 random lattice (LCG with numerical-recipes
constants), bilinearly interpolated per pixel with smoothstep on
the cell-local coords so seams don't show as bands. Cheaper than
perlin and produces a similar visual signal at this resolution.
Output is grayscale (R==G==B) so users can tint externally with
their own pipeline. Default 256×256, configurable W/H. Identical
seeds produce byte-identical PNGs across platforms (LCG is
dependency-free and platform-stable).
Verified: seed=42 + seed=42 → diff finds zero byte differences;
seed=42 + seed=99 → diff -q reports "differ" as expected. Brings
command count to 218.
Drops bones and/or animations from a WOM in place. Use case: a
model imported with full skeleton + anims that will only ever be
placed as static decoration — there's no point shipping the bone
data, and stripping it shrinks the file substantially.
Flags:
--bones drop bones AND animations (anims reference bones, so
keeping anims with no bones is meaningless). Vertex
skinning weights reset to identity-on-bone-0 so a
renderer that expects them doesn't read stale indices.
--anims drop only animations (keep bones for posed-but-static
use)
--all shorthand for --bones
Default (no flags) refuses with exit 1 so the user explicitly opts
in to destruction. Unknown flags also fail. Reports before/after
counts and byte delta so the user sees what they saved.
Verified: no-flags refuses; --all on already-static cube reports
0→0 / +0 bytes correctly; --foo rejected. Brings command count
to 217.
Two in-place mesh transforms covering the most common authoring
fix-ups:
--scale-mesh <wom-base> <factor>
Multiplies every vertex position, bone pivot, animation
translation keyframe, and bounds (min/max/radius) by <factor>.
Normals are unchanged (uniform scale preserves direction).
Useful for "I imported this OBJ but it's the wrong size" fixes.
Factor must be positive + finite.
--translate-mesh <wom-base> <dx> <dy> <dz>
Offsets vertices, bone pivots, and bounds by (dx, dy, dz).
Animation keyframes are bone-local so they're left alone — only
pivots shift. Radius stays constant (rigid translation).
Verified: unit cube scale 3x → bounds ±1.5, radius 2.598;
translate (10, 0, 0) → bounds (8.5,-1.5,-1.5)..(11.5,1.5,1.5);
negative scale (-1) rejected with exit 1. Brings command count
to 216.
One-shot composite of what --info-batches and per-mesh stats spread
across multiple commands. Reports name, version, counts (vertices/
triangles/bones/anims/batches/textures), bounds (min/max/radius),
per-batch detail (indexStart/indexCount/triangles/blend mode/texture
name), and the full texture-slot table.
Both human and --json output modes. Useful authoring command: pass
a WOM and see everything about it without running three sub-
commands.
Verified on a --gen-mesh-textured cube (size 1.5): correctly
reports v3 / 24 verts / 12 tris / 1 batch / 1 texture, bounds
±0.75, batch 0 wired to cube.png with opaque blend. Brings command
count to 214.
Project-wide companion to --export-zone-items-md. Walks every zone
that has items.json, emits one ITEMS.md document with: project
header + total + zone-with-items count, project-wide quality
histogram, then per-zone sections each containing a table
(ID/name/quality/ilvl/displayId/stack).
Easier to scan than running --export-zone-items-md N times — and
the project-wide histogram surfaces the loot landscape across the
whole project at a glance.
Verified on 2-zone project (1 common in zoneA + 1 legendary in
zoneB): histogram shows both qualities best-first, per-zone
sections render with correct counts. Brings command count to 213.
Synthesizes a linear two-color gradient PNG. Direction is "vertical"
(top→bottom, default) or "horizontal" (left→right). Colors use the
same RRGGBB / RGB hex syntax as --gen-texture, with optional
leading '#'.
Useful for the common "fade" cases that solid/checker/grid don't
cover: sky strips, UI backgrounds, glow rings, dirt-on-grass terrain
blends.
Verified: sky.png (87CEEB→FFFFFF vertical 256×256) and a 64×32
horizontal red→blue both write valid PNGs with correctly-parsed
endpoint RGB values reported back; invalid 'notacolor' hex fails
exit 1. Brings command count to 212.
Adds a cone with apex at +Y, base at Y=0. radius=size/2,
height=size, 24 side segments → 76 verts / 72 tris.
Side normals are computed from the slope (cos/sin of segment angle
× H/sqrt(H²+r²) for XZ, r/sqrt(H²+r²) for Y) so shading shows the
slant correctly. Apex vertex is duplicated per segment so each
triangle carries the segment-specific normal — the cone shades as
a smooth curved surface rather than a faceted prism.
Bottom cap is a separate fan with flat -Y normal. Base at Y=0
(rather than centered) makes it natural to drop on a surface
without manual offset — matches typical "standing on the floor"
placement.
Useful for spikes, party hats, traffic cones, magic-circle pillars.
Help text on both --gen-mesh and --gen-mesh-textured updated to
advertise the new shape.
Verified: cone 2.0 → 76 verts / 72 tris / bounds (-1,0,-1) to
(1,2,1). The 6-shape primitive set is now cube/plane/sphere/cylinder/
torus/cone.
Project-wide wrapper around --validate-items. Spawns the binary
per-zone (only zones that have items.json) so each zone's full
error report streams through, then aggregates a final tally. Exit
1 if any zone fails.
Skips zones without items.json — those have nothing to validate
and shouldn't count as failures. Handles the edge case where no
zones in the project have items at all (returns "nothing to
validate" exit 0).
Verified: 3-zone project (2 valid + 1 with quality=99) → per-zone
output streamed, summary "passed: 2 failed: 1", true exit code 1
when any zone fails. Brings command count to 211.
Renders items.json as a Markdown report grouped by quality, best
first (Artifact → Legendary → Epic → Rare → Uncommon → Common → Poor).
Header shows total count + zone name; quality breakdown table
summarizes the distribution; per-quality sections list ID / name /
itemLevel / displayId / stack with right-aligned numeric columns.
Drops cleanly into design docs, PR descriptions, and GitHub Pages
— one rendered page communicates the loot landscape better than
scrolling through JSON.
Used find()/iterators instead of operator[] in the per-quality
loops so the bucket map doesn't grow phantom empty entries (caught
by the "qualities (used)" line reporting 7 instead of the actual 3
in the first test run).
Verified: 3-item zone (1 common / 1 uncommon / 1 legendary) →
ITEMS.md sections appear in best-first order, quality count line
reports 3 not 7. Brings command count to 210.
Procedural straight staircase along +X with N steps and configurable
rise/run/width. Each step is a closed box (24 verts / 12 tris) with
flat per-face normals, sharing no vertices with neighbors so shading
reads as crisp steps without smoothing tricks.
Defaults (5 steps / 0.2 / 0.3 / 1.0) yield ~1m tall × 1.5m long ×
1m wide — a believable single flight. Step count clamped to 1..256
so a typo can't accidentally generate a million-step mesh.
Useful for level-design placeholders ("I need a staircase up to
this platform"), test-bench geometry for camera/movement work, and
quick prototyping of stepped terrain.
Verified: 5-step default → 120 verts / 60 tris / 1.5L × 1H × 1W
span; custom 8/0.25/0.4/1.5 → 192 verts / 96 tris / 3.2 × 2.0 × 1.5;
steps=0 → exit 1 with range error. Brings command count to 209.
Adds a torus around the Y axis. Major radius (ring center distance
from origin) = size/2, minor radius (tube thickness) = size/8 — the
4:1 ratio reads as a ring rather than a fat donut. 32 ring segments
× 16 tube segments → 561 verts / 1024 tris.
Per-vertex normals point from the tube center outward so shading
shows the curvature smoothly. UVs: u=0..1 around the ring, v=0..1
around the tube cross-section.
Useful for jewelry placeholders (rings, pendants), cog teeth, magic
circles, and any other ring-shaped prop.
Verified: torus 2.0 → 561 verts / 1024 tris / bounds ±1.25 in X/Z
(R+r) and ±0.25 in Y (r), exit 0. Help text updated to advertise
the new shape on both --gen-mesh and --gen-mesh-textured.
Imports an existing PNG into a zone directory. Companion to
--gen-texture (procedural placeholder) for the "I have an artist-
painted texture, get it into my project" workflow. Optional
<renameTo> argument lets the user store the PNG under a project-
specific name.
Safety:
- Refuses non-.png input with a hint to use --convert-blp-png first
(so .blp/.tga don't get silently shoved into a tree that won't
render them)
- Auto-appends .png to renameTo if user supplied just a stem
- Idempotent re-runs: byte-identical destination → no-op exit 0
- Different-content destination → refuses to overwrite, exit 1
Closing line suggests --add-texture-to-mesh as the next step so
the user has the full workflow in front of them.
Verified all five paths: plain copy, rename+auto-ext, idempotent
re-run (no-op exit 0), conflict (different bytes, exit 1), wrong
extension (.blp, exit 1). Brings command count to 208.
Adds a capped cylinder primitive along the Y axis: radius=size/2,
height=size, 24 side segments. Smooth enough for pillars and
torches without exploding the vertex count (102 verts / 96 tris).
Per-face normals on the caps point ±Y; side faces get smooth
per-vertex radial normals so the cylinder shades as a curved
surface. UVs: side wraps the texture once around (u=0..1 around the
ring, v=0..1 top-to-bottom); caps map [0..1] from a square sampled
at the disc.
The handler's "shape must be" error message updated to include
cylinder. Help text on both --gen-mesh and --gen-mesh-textured
updated to advertise the new shape.
Verified: pillar.wom written with 102 verts / 96 tris / correct
bounds / single opaque batch; --export-obj round-trip preserves
both counts; bad shape ('triangle') rejected with updated error.
Project-wide companion to --list-zone-meshes. Walks every zone in
<projectDir>, collects every .wom across all zones, sorts by
triangle count descending, and emits a global per-mesh table with
the originating zone in the first column.
Useful for project-wide outlier detection ("which mesh anywhere in
the project is the heaviest?") and for mesh-sharing audits where
many zones might reference the same heavy model. Both human (table)
and --json output modes.
Verified on 2-zone synthetic project (3 meshes total): table sorted
by triangle count descending (sphere 384 → cube 12 → plane 2),
zone column correctly identifies origin, totals row matches sum of
individual rows. Brings command count to 207.
Edit existing item fields without recreating the record. Lookup is
by id by default, '#N' for index. Only specified flags are changed —
everything else (including any extra hand-added fields) is preserved.
Supported flags: --name, --quality, --displayId, --itemLevel,
--stackable. Each takes one positional value. Range checks mirror
--validate-items (quality 0..6, stackable 1..1000) so saved JSON
stays validator-clean.
Unknown flags fail with a "typo?" hint rather than silently no-op,
and an empty flag list is rejected explicitly so the user sees that
nothing happened.
Verified: name + quality + itemLevel updated together (one line each
in the report); --quality 99 → range error exit 1; --foo bar → unknown
flag exit 1; no flags → no-op error exit 1. Brings command count to
206.
Per-mesh listing of every .wom in a zone. Complements
--info-zone-models-total (aggregate) by surfacing individual mesh
metrics: version, vertex count, triangle count, bone count, batch
count, texture-slot count, and on-disk bytes.
Sorted by triangle count descending so the heaviest meshes float to
the top of the table — useful for spotting outliers ("which mesh is
using 80% of my triangle budget?") and for content audits.
Both human (table) and --json output modes. Verified on synthetic
3-mesh zone (sphere 384 tris, cube 12, plane 2): table sorted
descending, totals row matches sum of individual rows, sub-dir mesh
shown with its relative path. Brings command count to 205.
Extends the existing CSV exporter so items.json gets the same
spreadsheet treatment as creatures/objects/quests. Reads items.json
inline (no dedicated editor class needed yet) and emits items.csv
with columns: index,id,name,quality,itemLevel,displayId,stackable.
Quotes the name field via the existing csvEsc helper so commas in
names don't break the format. Empty-zone error message updated to
include 'items' in the list of expected content.
Verified: zone with creatures.json + items.json (2 entries) emits
both creatures.csv and items.csv, header line present, rows sorted
by insertion order, no duplication when re-running.
Detail view for one record from items.json. Lookup is by id by
default; prefix the argument with '#' (e.g., "#3") to look up by
0-based array index instead. Useful for inspecting all fields
without sifting through the full --list-items table.
Surfaces any extra fields the user added by hand (description, lore,
flavor, custom flags) in a separate section so the command stays
useful as the schema evolves without code changes here.
Verified all three paths: id=7 → finds Sword, shows quality "rare",
surfaces extra "description" field; "#1" → finds Helm at index 1
("epic"); id=999 → no match, exit 1 with clear error. Brings
command count to 204.
Manual companion to --gen-mesh-textured. Binds an existing PNG into
a WOM's texturePaths and points the chosen batch (default 0) at it.
Useful when the texture wasn't synthesized — e.g., an artist-painted
PNG, a converted .blp, or a texture shared across multiple meshes.
Slot dedup: if the leaf path already exists in texturePaths, the
existing slot is reused rather than appended, so repeated invocations
don't bloat the table. Warns (but doesn't fail) if the PNG isn't
sitting next to the WOM, since runtime path resolution is relative
to the WOM's own directory.
Verified: bind once → slot 1 added (slot 0 is the placeholder from
--gen-mesh), batch wired; rebind same path → slot 1 reused, count
stays at 2; missing PNG → exit 1 with clear error. Brings command
count to 203.
Pairs --gen-mesh and --gen-texture into a single call, then patches
the resulting WOM so its texturePaths[0] points at the freshly-
written PNG sidecar. Output is a textured model that renders out of
the box — no need to chain three commands by hand and remember the
relative-path conventions.
Layout:
<wom-base>.wom — mesh with texturePaths[0] = "<base>.png"
<wom-base>.png — 256x256 texture (color or pattern spec)
The PNG path stored in the WOM is just the leaf — the runtime
resolves textures relative to the model file's own directory, so
the bound model is portable as long as the .wom and .png ship
together.
Verified end-to-end: textured cube emits both files, --info-batches
shows "check.png" in the texture column for batch 0 (proving the
binding is permanent in the saved WOM, not just in memory). Brings
command count to 202.
Project-wide companion to --list-items. Walks every zone in
<projectDir>, sums item counts and per-zone quality histograms,
emits a project-wide quality histogram plus a per-zone breakdown
table.
Useful for "do my zones have enough loot variety?" capacity checks
and balance-passes — surfacing that one zone has 50 commons and 0
rares is the kind of thing only the rollup makes obvious.
Verified on 2-zone project (4 items): project totals correct,
quality histogram (2 common / 1 uncommon / 1 legendary) matches
per-zone counts, JSON form parses cleanly. Brings command count
to 201.
Catches the issues --add-item / --clone-item only enforce on
insertion (e.g., duplicate ids if items.json was hand-edited
outside the CLI), plus general field-range issues:
- missing/zero/non-uint id
- missing or empty name
- quality outside 0..6
- itemLevel > 1000 (suspicious typo)
- stackable == 0 or > 1000 (out of range)
- duplicate id across multiple item indices
Reports per-error lines with item index and the offending field;
exit 1 if any error.
Verified: clean 2-item zone → PASS exit 0; injected file with one
clean entry plus one with all-five-error-types fields → 5 errors
detected (4 field-level + 1 duplicate-id), exit 1.
Brings command count to 200 — round-number milestone for the
headless CLI surface.
Duplicates the entry at given 0-based index. Auto-assigns the
smallest unused positive id so numbering stays contiguous. Optional
<newName> argument overrides the cloned name; without it the new
entry appends " (copy)" to the original name (matches the
established convention from --clone-creature).
Useful for variant items: clone "Iron Sword" → "Steel Sword" and
edit just the displayId, instead of typing every field again.
Verified: clone with no name override → "Iron Sword (copy)" id=2;
clone with explicit "Steel Sword" → id=3 (next free); fields
(quality, ilvl, displayId) preserved verbatim; out-of-range index
99 fails with exit 1. Brings command count to 199.
Removes the entry at given 0-based index from <zoneDir>/items.json.
Mirrors --remove-creature/--remove-object/--remove-quest semantics:
bounds-checked, file rewrites on success, exit 1 on out-of-range or
malformed JSON. Reports the removed item's name + id in the success
line so the user has feedback on what they just dropped.
Items CRUD set is now complete: --add-item / --list-items /
--remove-item. Together they form the items.json half of the new
content-creation direction (textures/meshes/items) the user asked
for in the prior batch.
Verified: 3-item zone → remove idx 1 ('Bread', id=2) leaves 2 items
intact and renumbered; out-of-range index 99 fails with exit 1 and
clear error. Brings command count to 198.
Pretty-prints every record in <zoneDir>/items.json as a table with
idx / id / itemLevel / stackable / quality (named) / displayId /
name columns. Also supports --json for machine-readable output
(emits the items array verbatim).
Verified on a 3-item zone: table output aligns columns, quality
labels resolve correctly (common/uncommon/legendary), --json mode
emits a clean array consumable by jq or downstream tools. Brings
command count to 197.
Introduces a new per-zone content file alongside creatures.json /
objects.json / quests.json. Schema: {"items": [{id, name, quality,
displayId, itemLevel, stackable}, ...]}. Inline JSON manipulation
via nlohmann::json — items are simple records and don't yet need
NpcSpawner-style infrastructure.
ID assignment: pass 0 (or omit) to auto-pick the smallest unused
positive integer so numbering stays contiguous. Explicit IDs are
honored. Duplicate IDs rejected with exit 1 so collisions are
visible.
Quality is 0..6 (poor/common/uncommon/rare/epic/legendary/artifact)
— summary line maps the number to the human name so users see what
they wrote.
Verified: auto-id sequential (1, 2) → explicit id (99) honored →
duplicate id rejected with exit 1; JSON schema stable, quality
labels correct, file auto-created on first call. Brings command
count to 196.
Synthesizes a procedural WOM model with proper per-face normals,
planar UVs, a bounding box, and a single batch covering all indices
so the model renders immediately in the editor without further
processing.
Three shapes:
- cube — 24 verts / 12 tris, axis-aligned, ±size/2 (per-face flat
normals, requires duplicated verts at edges)
- plane — 4 verts / 2 tris on the XY plane (Z=0), ±size/2
- sphere — UV sphere, 16 segments × 12 stacks, radius=size/2
(221 verts / 384 tris)
Default size=1.0 (unit cube/plane/unit-diameter sphere). Pair with
--gen-texture to make a ready-to-place model from scratch.
Verified all three shapes write valid v3 WOM files with correct
vertex/triangle counts, correct bounds, and a single opaque batch;
cube.wom round-trips cleanly through --export-obj (24 verts in →
24 verts out). Brings command count to 195.
Lets users add a working texture to a project without firing up an
external image editor. Useful for prototyping new meshes, filling
out a zone before art is final, or generating CI test fixtures.
Three spec modes:
- "RRGGBB" or "RGB" hex (case-insensitive, optional leading '#') →
solid fill
- "checker" → 32x32 black/white checkerboard
- "grid" → black background with white 1-px grid every 16
Default 256x256, configurable via optional W H positional args
(clamped to 1..8192). Writes via stbi_write_png so the output is a
standard PNG every WoW open-format pipeline already accepts.
First commit in the new "add content" direction (items / textures /
meshes) the user requested. Verified: solid hex (ff0000), 3-char
hex (8a3), checker, grid all produce valid PNGs of correct sizes;
'notacolor' input fails with exit 1 and a clear error. Brings
command count to 194.
Generates MIGRATION.md with: status badge ("100% migrated", "Mostly
migrated", "Partially migrated", "Migration pending"), summary
counts, per-pair table with shares, and recommended next steps as
copy-pasteable wowee_editor invocations. Drops cleanly into PR
descriptions, CI artifacts, or GitHub Pages status pages.
Verified: 50%-migrated test tree → "Partially migrated" badge,
correct per-pair shares (.m2→.wom 100%, .blp→.png 0%), recommended
steps point at the actual srcDir. Brings command count to 193.
Top-N largest proprietary files (.m2/.wmo/.blp/.dbc) in <srcDir>.
Helps users decide what to migrate first when sequencing the work
across a large extracted Data tree — convert the heaviest files
first to free the most disk space soonest.
Each row annotates whether an open sidecar already exists ("migrate")
or is still pending ("pending"), so the heavy hitters that are
already migrated are visible at a glance.
Default N = 20 (one terminal page); pass an explicit N for a
different cutoff. Header reports total proprietary bytes plus the
share captured by the top-N rows so users know how much of the work
the displayed list represents.
Verified: 3-file mixed tree (100/50/10 KB) → ranked descending by
size, .m2 (with sidecar) shows "migrate", others show "pending",
total/shown bytes match. Brings command count to 192.
Times each step of --migrate-data-tree (m2/wmo/blp/dbc) end-to-end
and reports wall-clock per step plus the total. Useful for capacity
planning ("how long will the full extracted Data tree take?") and
regression detection (a recent change shouldn't make M2 conversion
2x slower).
Sub-batches dispatched the same way --migrate-data-tree dispatches
them, so the timings are exactly what the user will experience
running the migration. Both human (table with share %) and --json
output modes.
Verified: 4-format synthetic tree → all 4 steps timed individually,
share percentages sum to 100, total reported in both ms and seconds.
M2 + WMO dominate the share even on empty inputs (AssetManager init
overhead surfaces here, useful insight). Brings command count to 191.
Non-destructive CI gate that exits 1 if any proprietary file
(.m2/.wmo/.blp/.dbc) lacks a matching open sidecar at the same
(parent, stem). The pre-strip safety check: don't run --strip-data-
tree until this returns exit 0.
Lists the missing sidecars (capped at 50) so the user can re-run
--migrate-data-tree to fill the gaps. Per-extension breakdown
identifies which converter to investigate if specific formats are
underrepresented.
Completes the data-tree workflow:
--info-data-tree visibility
--migrate-data-tree fill sidecars
--audit-data-tree confirm 100% before stripping
--strip-data-tree delete migrated proprietary originals
Verified: empty tree → PASS exit 0; fully migrated → PASS exit 0;
gaps (1 .m2 + 1 .blp lacking sidecars) → FAIL exit 1 with both
files listed sorted, per-ext counts correct. Brings command count to
190.
Destructive cleanup that completes the data-tree migration workflow.
Walks <srcDir>, finds every proprietary file (.m2/.wmo/.blp/.dbc)
that already has a matching open sidecar at the same (parent, stem),
and deletes the proprietary file. Files without sidecars are
preserved (still need migration).
Honors --dry-run for safe previews. Defaults to actually delete
(matches --strip-zone convention).
Recommended workflow:
--info-data-tree see migration share
--migrate-data-tree fill in missing sidecars
--strip-data-tree --dry-run confirm kill list
--strip-data-tree apply
Verified: 11-file mixed tree → dry-run preserves all 11; apply
removes exactly the 4 that have sidecars (foo.m2, castle.wmo,
sky.blp, Spell.dbc); the 3 unmatched proprietary files
(bar.m2, grass.blp, Item.dbc) are correctly kept. Brings command
count to 189.
Companion to --migrate-data-tree. Walks <srcDir> recursively, counts
files per format pair (.m2 vs .wom, .wmo vs .wob, .blp vs .png, .dbc
vs .json), and reports per-pair counts plus an overall migration
share — the fraction of source files that already have an open
sidecar present.
A "sidecar" is matched by parent dir + stem (case-insensitive ext),
so the comparison is sound across nested trees. Orphan open files
(present without a matching proprietary) are also reported — those
are the candidates for keeping after stripping the originals.
Designed to drop into CI dashboards: a 100% migration share means
every proprietary asset has a deterministic open counterpart on disk
and the originals are safe to delete.
Verified on a mixed tree: 8 proprietary / 4 sidecars (50% share)
correctly reported per pair, plus 1 orphan .json detected. Brings
command count to 188.