Camera::getForward = (cos(yaw), sin(yaw), sin(pitch)) — to make it
parallel to a direction vector we need atan2(y, x). The implementation
had x and y swapped, causing Fly To to point the camera 90deg off from
the target so the user often saw nothing.
Replaces hand-written x/y swap with the canonical helper from
include/core/coordinates.hpp so the conversion stays in sync if the
coord convention changes.
The SQL exporter writes objective targets to RequiredNpcOrGo/RequiredItem
slots based on the objective's targetName field, but the UI never let
the user fill that field. Added an InputText for Target ID and, for Kill
objectives, a dropdown that auto-fills with the entry of any placed NPC.
Path direction was ambiguous from a static screenshot: ribbon and waypoints
were uniform orange/white. Now ribbons fade from bright at the start to
dim at the end, and waypoints go green (NPC home) -> yellow/orange
(intermediate) -> red (last) so direction of travel reads at a glance.
Editor's orientation is measured from +renderX (which maps to west in WoW
canonical), but AzerothCore creature.orientation is the WoW yaw measured
from +X (north). Without conversion an editor 0deg NPC ended up facing
west in-game, off by 90deg even after the radians fix. Now applies
`wowYaw = π/2 - editorYaw` and normalizes to [0, 2π).
Editor stores positions in render coords (renderX=wowY=west, renderY=wowX
=north, renderZ=wowZ=up) but AzerothCore creature.position_x/y are in
WoW canonical space (X=north-south, Y=west-east). Without the swap every
exported creature appeared on the wrong end of the map. Same swap now
applied to creature spawns AND waypoint_data path points.
quest_template now writes up to 4 KillCreature objectives into the
RequiredNpcOrGo/RequiredNpcOrGoCount slots and up to 6 CollectItem
objectives into the RequiredItemId/RequiredItemCount slots. The numeric
target ID is parsed from the objective's targetName field — empty/non-
numeric targets emit 0 (objective hooked up but unwired).
quest_template alone tells the server about the quest but not who hands
it out. Without creature_queststarter/questender entries, players can't
acquire or turn in the quest. Now writes both tables when the quest has
questGiverNpcId / turnInNpcId set.
A zone with 50+ creatures made finding a specific spawn tedious. Added
a case-insensitive name-filter input above the list, capped at 200
visible entries with a 'refine filter' hint when exceeded.
WoweeCollision previously only contained terrain triangles; placed WMO
buildings had no collision in the exported zone, so players could walk
through walls. Added WoweeCollisionBuilder::addMesh() that transforms a
local-space mesh into world space with slope-based walkability flags,
and the editor's exportZone now walks every placed WMO and feeds each
group's geometry through it. Indoor vs outdoor groups are tagged via
the WMO group flag.
ContentPacker.validateZone only matched WOM1 magic (0x314D4F57). Any zone
exported with animated (WOM2) or multi-batch (WOM3) models was scored as
having invalid WOM files, lowering the open-format score from 7/7 to 6/7
even though everything is correct. Now accepts the WOM family.
Helpful for navigation and noting positions for spawn placement, plus
diagnostic value when debugging coordinate issues. Shown only after a
terrain is loaded.
Previously just teleported camera 30u directly above the target — the user
still had to manually look down to see anything. Now positions the camera
back along the current view direction, slightly elevated, and aims it at
the selection so the target is visible immediately. Removes the round-trip
through manual rotation after every Fly To.
Character body/skin textures live in CharSections-composed paths that
don't exist as standalone BLPs. Exporting a zone with many character
NPCs would spam hundreds of warnings. Now logs the first 5, suppresses
the rest, and reports the total skipped count in the summary line.
Each MODF entry in ADT files is 64 bytes (per MODF spec). The writer was
emitting only 60 bytes, missing the trailing nameSet(u16) + scale(u16).
The loader uses entrySize=64 to advance per record, so any saved ADT with
more than one WMO placement misaligned every subsequent record on reload.
Now pads with nameSet=0 and scale=1024 (=1.0 fixed-point).
SQL export uses CreatureSpawn.displayId for creature_template.modelid1.
Without it AzerothCore can't render the creature in-game. Added an
InputInt + warning text so users can set the displayId manually until
auto-discovery from CreatureDisplayInfo.dbc lands.
ADT loading transforms placement rotations:
obj.rot = (-dp.rot[2], -dp.rot[0], dp.rot[1] + 180)
syncToTerrain previously wrote them back unchanged, so save->load would
flip and shift orientation. Now applies the inverse:
dp.rot = (-obj.rot.y, obj.rot.z - 180, -obj.rot.x)
which round-trips identically.
ADT loading converts MDDF/MODF positions from ADT space to render/world
space via core::coords::adtToWorld, but syncToTerrain wrote object
positions back as raw render coords. So saving and reloading would
displace every placed object/WMO, accumulating each save cycle. Now
calls worldToAdt() to round-trip cleanly.
Marker geometry now reacts to npc.selected: 2.5x base radius (vs 1.5x),
saturated yellow with cyan tinge, and full alpha. Marker rebuild also
fires on selection change so the highlight appears immediately rather
than only after the next placement.
Mirror the M2 fix: the editor was skipping the WMO renderer's per-frame
state advance, so material UBO updates and frame ID tracking were stale
relative to the main game's render flow. Most visible effect is that
material setting toggles wouldn't propagate to the GPU.
Auto-save was gated on terrainEditor.hasUnsavedChanges() so a session
where the user only edited NPCs or quests would lose data on crash.
Added autoSavePendingChanges_ flag flipped by every objectsDirty_ = true
site (and markObjectsDirty), cleared by quickSave. Auto-save now fires
on either dirty signal.
Spawned NPCs reference CreatureDisplayInfo, CreatureModelData, faction
templates, etc. Without exporting these the JSON DBC pack only covered
terrain data and exported zones couldn't resolve creature display IDs
on a clean install. Added: CreatureDisplayInfo, CreatureModelData,
CreatureType, CreatureFamily, FactionTemplate, Faction, ItemDisplayInfo.
WMO buildings reference M2 doodads (chairs, candles, banners) via the
MODD chunk. Their textures live in those M2 files, not the WMO root.
Now collectWMOTextures walks every doodad name and collects M2 textures
recursively so exported buildings include all their interior decoration
textures.
Placed WMO buildings reference textures (walls, floors, decorations) that
were not being exported alongside the WOB files. Added collectWMOTextures()
which loads the root WMO + all group files and gathers every texture path,
then folds these into the same PNG export pass that handles terrain and M2
textures. Exported zones now have every texture they need across all model
types.
The scatter tool spawned creatures all at the cursor's z-height which
made them hover when scattered over uneven terrain. Added a Snap to
Ground checkbox (defaults to on) that raycasts each scattered NPC and
places it on the actual surface.
Selected NPCs now display the move/rotate/scale gizmo and respond to
drag operations. Rotate uses only the yaw axis (NPCs have a single
orientation field, not full euler rotation). Move/scale work the same
way as objects.
Right-click context menu on a selected NPC now mirrors the object menu:
Snap to Ground drops it to terrain elevation, Face Camera rotates the NPC
to face the current camera position. Also annotates Duplicate with the
Ctrl+D shortcut hint.
The editor's orientation field is stored in degrees (matches the UI slider
and the M2 renderer's glm::radians() call), but AzerothCore's creature.
orientation column expects radians. Without conversion every exported NPC
faces the wrong direction in-game (off by 57x).
The patrol list now shows total loop distance and gives each waypoint a
draggable wait-time field (0-60s). Helps tune patrol pacing without re-saving
the JSON manually.
Once an NPC is placed there was no way to resize it without removing and
re-placing. Added a Scale DragFloat in the selected-creature editor with
the same 0.1-50 range used for placed objects.
Plain left-click within 4u of an existing NPC now selects that NPC rather
than dropping a new spawn on top. Shift+click forces placement at the cursor
even if it overlaps an existing NPC, preserving the rapid-placement workflow.
When an NPC with Patrol behavior is selected in NPC mode, pressing W
appends a waypoint at the current cursor position. Faster than clicking
the panel button for laying out long routes.
TextureExporter::collectUsedTextures only picked up terrain textures, so
exported zones were missing every texture referenced by NPC creature models
and placed M2 doodads. Added collectM2Textures() and unified the export
collection to include terrain + all referenced M2 paths, so the rendered
zone is fully self-contained in the PNG/WOM open formats.
Previously only placed M2 objects were converted to the WOM open format.
NPC creature models stayed as references to game M2/skin files, which
meant exported zones still depended on proprietary Blizzard assets to
render their NPCs. Now the exporter walks both placed objects and NPC
spawns and emits a WOM for every unique M2 path, making zones fully
self-contained.
NPC markers now show a yellow ground-triangle pointing in the orientation
direction so users can see facing without selecting. Object panel gained
the Ctrl+Wheel rotation hint to match the NPC panel.
WOM1/WOM2 had a single mesh with one texture, which lost the multi-submesh
structure of complex M2 models (body+hair+eyes+armor each need different
textures and blend modes).
WOM3 adds a Batch array: each batch has indexStart/indexCount + a textureIndex
into texturePaths + blendMode + flags. Loader is fully backward compatible:
WOM1/WOM2 files still load, and WOM3 with no batches block falls back to a
single full-mesh batch. fromM2 now extracts batches with materials, and toM2
emits matching M2 batches so the renderer can draw them correctly.
Adds WoweeModelLoader::toM2() and tryLoadByGamePath() to deduplicate the
identical conversion code that lived in editor_viewport for both objects
and NPCs. Cuts ~70 lines of duplicated logic and makes WOM->M2 reusable
across the codebase.
Adds setPatrolPath() that draws a multi-segment orange ribbon between the
NPC's spawn position and each waypoint, plus diamond markers at each point
(green for start = NPC home, white for waypoints). Renders only while the
NPC is selected and has a patrol path defined.
Added orientation slider in NPC panel with random button. Ctrl+Wheel now
rotates the placement preview (objects and NPCs) instead of zooming —
Shift makes the step finer (5 deg vs 15 deg). Ghost preview now shows
the actual orientation that the placed NPC will have.
setGhostPreview reused modelId 59999 for every preview, but loadModel
returns true without doing anything when the ID is already cached. So
selecting a new NPC kept the old ghost model in GPU memory and createInstance
used the stale model. Added M2Renderer::unloadModel public API and call it
from clearGhostPreview.
Without prepareRender(), animated NPC creature instances had megaBoneOffset=0
which caused the render loop to skip them (filtered out at the bones check).
This is why all loaded NPC M2s produced 0 draw calls despite valid GPU buffers,
material sets, and instance creation. Matches the main game's render flow.