- Noise Generator in Sculpt panel: applies procedural value noise
with configurable frequency, amplitude, octaves, and seed
to create hills/valleys across entire tile instantly
- Sky/Lighting presets: View > Sky menu with Day (blue sky, high sun),
Dusk (orange, low sun), Night (dark blue, moonlight)
- Viewport clear color and light direction now configurable at runtime
- Noise uses smoothstep interpolation with octave fractal layering
- Terrain normals recalculated after height changes (smooth lighting
on sculpted terrain instead of flat-shaded appearance)
- Ghost preview and brush indicator cleared when switching modes
(prevents stale model instances or circles persisting)
- File > Clear All resets undo history and selections
- Normal computation uses finite differences from neighbor heights,
handles both outer (9x9) and inner (8x8) vertex grid positions
- Object scatter tool: place N copies of selected M2/WMO in a radius
with random rotation and scale range (Min/Max Scale slider)
- Camera bookmarks: F5 saves current position, View > Load Bookmark
to jump back — useful for working on different parts of a large zone
- Shortcut hints shown at bottom of Object panel
(G=move, R=rotate, T=scale, Del=remove)
- DragFloatRange2 for min/max scale in scatter UI
- Scatter tool: place N creatures in a radius around cursor position
with random rotation and uniform disk distribution
- File > Add Adjacent Tile: creates and exports a blank tile N/S/E/W
of current (foundation for multi-tile zone editing)
- Scatter UI: count slider (1-30), radius slider (10-200)
- Scatter places all copies with same stats/behavior as template
- Ctrl+S quick-saves entire zone (ADT + WDT + creatures.json) to output/
- File > Export Zone dialog saves all data to chosen directory
- exportZone() bundles ADT, WDT, and NPC spawns in one operation
- Info panel shows cursor world coordinates for placement debugging
- Info panel shows NPC count alongside object count
- Save state indicator: "Saved" (green) vs "* Unsaved (Ctrl+S)" (yellow)
- File menu reorganized: Quick Save + Export Zone replaces separate ADT/WDT
- Ctrl+Z in Object/NPC mode undoes last placement (50-deep stack)
- "Snap Ground" button raycasts straight down to place object on terrain
- Useful for objects placed too high or moved off terrain surface
- Undo stack adjusts indices when objects are removed mid-stack
- Raycast AABB now uses actual min/max vertex heights per chunk
instead of fixed ±200 padding (fixes misses on sculpted terrain)
- Right-click context menu opens correctly (deferred popup via flag
since ImGui::OpenPopup must be called within ImGui frame)
- Keyboard shortcuts: G=Move, R=Rotate, T=Scale, X/Y=axis lock,
Escape=deselect, Delete works in any mode for objects/NPCs
- Delete key now removes selected NPC in NPC mode too
Standalone wowee_editor tool for creating custom WoW zones.
This is a rough initial implementation — many features work but
M2/WMO rendering still has issues (frame sync, texture layout
transitions) and needs further polish.
Terrain:
- Create new blank terrain with 10 biome types (Grassland, Forest,
Jungle, Desert, Barrens, Snow, Swamp, Rocky, Beach, Volcanic)
- Load existing ADT tiles from extracted game data
- Sculpt brushes: Raise, Lower, Smooth, Flatten, Level
- Chunk edge stitching prevents seams between tiles
- Undo/redo (100-deep stack, Ctrl+Z/Ctrl+Shift+Z)
- Save to WoW ADT/WDT format
Texture Painting:
- Paint/Erase/Replace Base modes
- Full tileset texture browser (1285 textures from manifest)
- Per-zone directory filtering and search
- Alpha map editing with 4-layer limit (auto-replaces weakest)
Object Placement:
- M2 and WMO model placement with full manifest browser (11k M2s, 2k WMOs)
- M2Renderer + WMORenderer integrated (loads .skin files for WotLK)
- Ghost preview follows cursor before placing
- Ctrl+click selection, right-click context menu
- Transform gizmo (Move/Rotate/Scale with axis constraints)
- Position/rotation/scale editing in properties panel
NPC/Monster System:
- 631 creature presets scanned from manifest, categorized
(Critters, Beasts, Humanoids, Undead, Demons, etc.)
- Stats editor: level, health, mana, damage, armor, faction
- Behavior: Stationary, Patrol, Wander, Scripted
- Aggro/leash radius, respawn time, flags (hostile/vendor/etc.)
- Save creature spawns to JSON
Water:
- Place water at configurable height per chunk
- Liquid types: Water, Ocean, Magma, Slime
- Rendered as translucent colored quads
- Saved in ADT MH2O format
Infrastructure:
- Free-fly camera (WASD/QE, right-drag look, scroll speed)
- 5-mode toolbar: Sculpt | Paint | Objects | Water | NPCs
- Asset browser indexes full manifest on startup
- Editor water/marker shaders (pos+color vertex format)
- forceNoCull added to M2Renderer for editor use
- AssetManifest::getEntries() and AssetManager::getManifest() exposed
Known issues:
- M2/WMO rendering may not display on first placement (frame index
sync between update/render was misaligned — now fixed but untested
end-to-end)
- Validation layer errors on shutdown (resource cleanup ordering)
- Object placement on steep terrain can miss raycast
- No undo for texture painting or object placement yet