- gitCommit() now uses double quotes for projectDir consistently with
gitPush/gitPull/gitStatus (was single quotes, breaking on paths with
apostrophes like "John's Project")
- Test suite auto-cleans test_output_formats/ directory via Catch2
event listener after all tests complete (was leaving empty dir)
- CHANGELOG: add World Editor section (12.5k+ lines, 6 modes, 30+ tools)
and Novel Open Formats section (6/6 replacements, 309 test assertions)
- README: add World Editor section with build/run/CLI examples, format
summary, and reference to FORMAT_SPEC.md
- Fix dbc_to_csv build: add extern/ to include path for nlohmann/json
(broke when dbc_loader.cpp gained JSON DBC loading support)
Comprehensive test for WOT JSON metadata parsing: verifies tile coords,
texture list, chunk layers with holes, water data, doodad names and
placements (nameId, uniqueId, position, rotation, scale, flags), and
WMO names and placements (nameId, uniqueId, position, rotation, flags,
doodadSet) all survive the export→load cycle.
31 new assertions. Total: 309 assertions across 81 test cases.
All open format round-trips now have test coverage.
- WOM→M2 conversion now creates proper render batch (indexStart,
indexCount, vertexStart, vertexCount), texture references, material
with opaque blend mode — WOM models are now actually visible in the
client renderer instead of being invisible geometry-only shells
- 5 new JSON DBC test cases: basic load with strings/ints, float values,
empty records rejection, missing records key rejection, findRecordById
lookup across 3 records
- Total: 278 assertions across 80 test cases, all passing
- WOB save/load now serializes Material struct fields (flags, shader,
blendMode, texturePath) per group — was saving only texture paths
- FORMAT_SPEC.md v1.1: documents WOT doodad/WMO placements, WOB
material fields, doodad rotation, terrain stamps, WCP file list
- Test coverage: 5 new assertions verify material round-trip (flags,
shader, blendMode all preserved through save→load cycle)
- 260 total assertions across 75 test cases, all passing
Architecture fixes for open format data fidelity:
- WOT now serializes full doodad/WMO placement arrays (positions,
rotations, scale, flags, doodad sets) — was only storing counts,
causing all placed objects to be lost on WOT round-trip
- WOT loader parses placements back into ADTTerrain for client rendering
- WOB Material struct added: preserves WMO material flags, shader type,
and blend mode during WMO→WOB conversion (was geometry-only)
- WOB doodad rotation: quaternion→euler conversion instead of hardcoded
zero (placed doodads inside buildings now retain their orientation)
- importOpen() deduplicated: delegates to pipeline::WoweeTerrainLoader
instead of duplicating 100 lines of parsing code
- Ctrl+Shift+E keyboard shortcut for WCP content pack export
- Help panel expanded: object tools (snap/align/flatten/scatter/select
by type), all terrain generators, stamp save/load, export shortcuts
- ObjectPlacer::loadFromFile restores activePath_ from loaded objects
so users can continue placing the same type after loading
- WCP export menu item now shows Ctrl+Shift+E hint
- Terrain stamps save/load to JSON: reuse terrain features across zones
and sessions. Save/Load buttons in Sculpt > Stamp/Clone panel
- WCP Inspect now shows full file breakdown: terrain/model/building/
texture/data counts with total size. Powered by readInfo file list
parsing with auto-categorization by extension
- stats.json now includes chunk count, triangle count, tile count, and
editor version alongside existing object/NPC/quest/texture counts
- Fix unprotected std::stoi in custom zone WOT filename parser
- Flatten Ground: flattens terrain to object height with smooth falloff
around placed buildings/structures (undoable). Button in object panel
- Scatter auto-align: checkbox enables terrain snapping + slope alignment
for scattered objects (trees snap to ground and lean with hillsides)
- Batch convert now falls back to asset manifest when filesystem dir is
empty — converts M2/WMO from game data without filesystem extraction
- Public terrain editor wrappers: beginGeneratorUndo, endGeneratorUndo,
markDirty, stitchChunkEdges, getChunkVertexWorldPos
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
- Adjacent tile export now stitches border heights from current tile
for seamless edges, exports both ADT and WOT/WHM open format
- Escape key now clears NPC selection and path capture state in
addition to object selection and gizmo mode
- 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
- River/road tool now shows translucent blue path preview ribbon with
edge lines between start and end points before applying
- Preview follows cursor when waiting for end point, locks when set
- Undo support for all remaining operations: rotateTerrain90, mirrorX,
mirrorY, scaleHeights, offsetHeights, invertHeights, smoothBeaches
- Every terrain-modifying operation in the editor is now undoable
- All terrain generators now undoable: crater, mesa, hill, voronoi,
dunes, detail noise, thermal erosion, canyon, island, ridge, road,
river, perlin noise — all wrapped with recordGeneratorUndo/commit
- Unsaved changes warning on quit: Save & Quit / Quit / Cancel dialog
- createNewTerrain clears quest editor and path capture state
- recordGeneratorUndo/commitGeneratorUndo helper methods snapshot all
256 chunks before/after any generator operation
- 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
- WHM binary now includes per-chunk alpha map data (alphaSize + data)
so custom zones render with proper texture blending in the client
- WOT exporter rewritten with nlohmann/json (was manual string concat)
- WOT loader rewritten with nlohmann/json (was naive substring parsing)
- Backward compatible: old WHM files without alpha data still load fine
- 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
- Quest editor: add loadFromFile() with nlohmann/json, chain validation
with circular reference detection, wire into ADT load and save pipeline
- Project: replace naive substring JSON parsing with nlohmann/json for
both save() and load(), fix shell injection in gitCommit()
- Content pack: replace manual JSON with nlohmann/json, validate binary
format magic numbers (WHM1/WOM1/WOB1), add WOB to openFormatScore
(now scores 0-6), mark invalid files with (!) in summary
- Wire WOB buildings into WMO render pipeline (loads→converts→renders)
- Implement JSON DBC loading in DBCFile::loadJSON() with nlohmann/json
- Wire JSON DBC override into AssetManager (custom_zones/output scan)
- Add WMO→WOB conversion with full geometry (fromWMO)
- Replace placeholder WOB export with real WMO→WOB conversion in editor
- Add --convert-wmo CLI flag for batch WMO→WOB conversion
- Store discovered custom zones on Renderer with getCustomZones() accessor
- Add isCustomZone_ member to TerrainManager
All 6 Blizzard format replacements now fully load in the client:
ADT→WOT/WHM, WDT→zone.json, BLP→PNG, DBC→JSON, M2→WOM, WMO→WOB
200 commits building a complete world editor with novel open file
formats from scratch in a single development session.
Final stats:
- 11,532 lines across 55 files
- 6 editor modes, 30+ terrain tools, 3 noise types
- 5 novel binary formats: WHM1, WOM1, WOB1, WCP1, WOT
- All 6 Blizzard formats replaced with open alternatives
- 4/6 formats fully loading in client (terrain, textures, models, buildings)
- CLI: --help, --version, --list-zones, --convert-m2
- Project system with git collaboration
- Full content pipeline: create → export → pack → share → load
By Kelsi Davis
- WoweeBuildingLoader::toWMOModel() converts WOB groups to WMOModel
with vertices, indices, normals, texCoords, and vertex colors
- TerrainManager now loads WOB files from custom_zones/buildings/
and converts to WMOModel for the WMO renderer pipeline
- WMOGroup indices converted from uint32 to uint16 for renderer compat
Client open format support — 4 of 6 now loading:
- FULL: WOT/WHM terrain, PNG textures, WOM models
- LOAD: WOB buildings (converts to WMOModel, render pipeline TODO)
- DETECT: zone.json (scanned), JSON DBC (scanned)
- Renderer::initializeRenderers() now scans custom_zones/ and output/
for zone.json manifests on first initialization
- Logs all discovered custom zones with name, directory, and
NPC/quest availability indicators
- One-time scan (cached after first run)
- Foundation for custom zone selection menu in client UI
Client open format support:
- FULL: WOT/WHM terrain, PNG textures, WOM models (load + render)
- DETECT: zone.json (scanned at startup), WOB buildings, JSON DBC
- TerrainManager now checks for .wob files before loading WMO buildings
(searches custom_zones/buildings/ and output/MapName/buildings/)
- AssetManager::loadDBC() scans custom_zones/*/data/ for JSON DBC
overrides exported by the editor
- WOB detection logs when found (full WOB→WMOModel conversion pending)
- JSON DBC detection logs when found (full JSON→DBCFile loading pending)
Client open format support status:
- WOT/WHM terrain: FULL (loads and renders)
- PNG textures: FULL (override system)
- WOM models: FULL (loads and renders)
- zone.json: DETECTION (CustomZoneDiscovery scans)
- WOB buildings: DETECTION (found, conversion pending)
- JSON DBC: DETECTION (found, loading pending)