- Canyon Generator: carves a winding canyon across the entire tile
using layered sine waves for natural serpentine shape
- Configurable width, depth, and seed for different canyon shapes
- Quadratic falloff at edges for smooth cliff walls
- Random seed button for quick shape exploration
- Fill with Water mode for instant river canyon
- Island Generator: creates raised center terrain dropping to edges
with configurable center height and edge drop depth
- Flat interior plateau → gradual beach slope → steep underwater drop
- Preserves existing noise detail at 30% blend for natural variation
- Add water around the island for instant ocean environment
- Workflow: New Terrain → Island → Noise → Smooth → Auto-paint
- File > Generate Complete Zone: runs the full procedural pipeline
in one click: noise → smooth (3 passes) → recalc normals →
height-based auto-paint (sand/grass/rock/snow) → slope-based
cliff paint (rock on steep faces)
- Creates a fully textured, natural-looking zone from flat terrain
- Removed stale quickGenerate checkbox from New Terrain dialog
- Auto-Paint by Slope: paints rock texture on steep terrain surfaces
with configurable slope threshold (0.1 - 0.9)
- Uses per-vertex normal Z component to detect steepness
- Alpha blending based on slope gradient for smooth transitions
- Workflow: sculpt terrain → recalc normals → auto-paint slope → rock
appears naturally on cliffs while flat areas keep their biome texture
- Creature names rendered as screen-space text above each NPC marker
- Red text for hostile, green for friendly
- Labels project from 3D world position to screen coordinates
- Only visible when NPC is in front of camera (clip.w > 0)
- Much easier to identify placed creatures at a glance
- Filter known effect/particle models from NPC presets (alliancebomb,
blackhole, etc.) that cause vertex explosions — these are particle
effect models misclassified as creatures
- "Find Tile" button now shows toast when no ADT exists for a map
- Vertex validation catches NaN/infinite/extreme positions before GPU
- These models are now skipped entirely from the creature browser
Root cause of GPU crashes (VK_ERROR_DEVICE_LOST): every NPC placement
triggered a full clear+reload of ALL M2 models. After several cycles
the GPU state corrupted, causing vertex explosions and device lost.
Fixes:
- NPC placement now only updates cheap marker geometry (no M2 reload)
- Full M2 rebuild only happens when object COUNT changes (not every click)
- clearAllObjects() properly resets viewport, placer, spawner, markers,
and history in one call with vkDeviceWaitIdle fence
- New Terrain uses clearAllObjects() for consistent reset
- Clear All menu item calls clearAllObjects()
- M2 vertex validation: rejects models with NaN/infinite/extreme
vertex positions before GPU upload (prevents vertex explosions)
- NPC marker building extracted to updateNpcMarkers() method
(can be called independently without M2 rebuild)
- Ridge Generator: creates mountain ranges by setting start and end
points, with configurable width and height
- Cross-section uses quadratic falloff, along-axis uses sqrt taper
for natural mountain range silhouette (wider at center, tapering
at both ends)
- Same start/end workflow as river/road tools
- Hill Generator: creates smooth bell-curve hills at cursor position
with configurable radius and height
- Valley mode: same shape inverted, creates natural depressions
- Uses (1-t^2)^2 falloff for very smooth natural-looking slopes
- Two buttons: "Create Hill" and "Create Valley" for quick terrain
shaping without switching brush modes
- NPC markers now render with NO depth test (via gizmo pipeline) so
they're always visible even on sloped/rough terrain
- Mesa/Plateau generator: creates raised flat areas with steep cliff
edges — configurable radius, height, and edge steepness
- NPC markers drawn after gizmo in the render pipeline to guarantee
they appear on top of everything
- Fixes NPC visibility on non-flat terrain
- Crater Generator in Sculpt panel: creates a bowl-shaped depression
with configurable radius, depth, and raised rim height
- Parabolic bowl interior with sinusoidal rim and smooth outer falloff
- Perfect for creating lakes (fill with Water mode), arenas, or
impact craters for volcanic zones
- One click at cursor position, uses brush position for center
- Yellow circle on minimap shows current brush position and radius
- Scales proportionally with terrain tile size
- Visible in all brush-based modes (Sculpt/Paint/Water)
- Helps orient where you're working relative to the full tile
- "Reset to Flat" button in Noise Generator section: zeroes all heights
across entire tile for starting over without creating a new terrain
- Useful workflow: reset → noise → smooth → scale → clamp → auto-paint
- River/Road Carver section now has two modes:
- River: carves a channel below terrain (existing)
- Road: flattens terrain to interpolated height between start/end
- Road mode smoothly transitions height along the path with quadratic
falloff at edges for natural embankment shape
- Set Start → Set End + Apply workflow works for both modes
- Roads follow terrain slope by interpolating between start/end heights
- Pair with Paint mode to add cobblestone/dirt texture on the road
- "Find Valid Tile" button in Load dialog: auto-scans manifest for the
first available ADT tile of the selected map (checks center range
25-45 first for open world, then full 0-63 for dungeons)
- Fixes "wrong coords" issue — dungeons use different tile coords than
open world maps, now auto-detected
- Map name lowercased for manifest lookup consistency
- Tile check shows green "Tile found" or red "Tile not found" indicator
- River Carver in Sculpt panel: carves a channel between two points
with configurable width and depth
- Set Start at cursor, then Set End + Carve to create the channel
- Smooth quadratic falloff at edges for natural riverbank shape
- Works by projecting each terrain vertex onto the line segment and
lowering height based on distance from center
- Auto-stitches chunk edges after carving
- Pair with Water mode to fill the carved channel with liquid
- "Create Flat Platform at Cursor" button in Sculpt panel
- Instantly flattens terrain under brush radius to cursor height
- Perfect for creating building sites, road beds, camp grounds
- Applies 30 iterations of flatten for a thorough result
- Restores previous brush mode after completion
- Quest giver and turn-in NPC now selected from a dropdown of placed
creatures instead of typing raw IDs — shows name + id for each
- Links quests directly to NPCs you've already placed on the map
- "None" option to unset NPC link
- Much more intuitive quest→NPC workflow
- Mirror X: copies left half of terrain to right half (mirrored)
- Mirror Y: copies top half to bottom half (mirrored)
- Useful for creating symmetric zones, arenas, or balanced landscapes
- Auto-stitches all chunk edges after mirror for seamless results
- UI buttons in Sculpt panel under "Mirror Terrain" section
- Auto-Paint by Height: automatically sets base texture per chunk based
on average height — configurable thresholds for sand/grass/rock/snow
- Uses Tanaris sand, Elwynn grass, Barrens rock, Dragonblight snow
- One-click to texture an entire procedurally generated terrain
- Adjustable height thresholds via drag floats
- Workflow: noise → smooth → clamp → auto-paint for instant biome
- Copy Stamp: captures all vertex heights within brush radius at cursor
position, storing relative offsets from center
- Paste Stamp: applies the copied height pattern at a new location,
finding nearest vertices and setting their heights
- Stamp status shown in panel ("Stamp ready" / "No stamp copied")
- Auto-stitches chunk edges after paste for seamless results
- Useful for replicating hills, craters, or other terrain features
- New Quest mode (key 6) with full quest creation panel:
- Title, description, required level
- Quest giver / turn-in NPC ID linkage
- Up to 4 objectives: Kill, Collect, Talk, Explore, Escort, Use Object
- Rewards: XP and gold
- Quest chain support via nextQuestId linking
- Quest list showing all created quests with level and objective count
- Save quests to JSON (included in Export Zone package)
- Foundation for campaign system: create quest chains across NPCs,
link objectives to placed creatures, build storylines
- Load dialog shows green "Tile found" / red "Tile not found" indicator
by checking the manifest before you attempt to load
- NPC marker build/render diagnostic logging to trace rendering issues
- Map browser and tile checker work together for easy existing zone loading
- Load Map Tile dialog now shows a searchable list of all available
maps from the manifest (Azeroth, Kalimdor, Outland, dungeons, etc.)
- Click a map name to select it, then pick tile X/Y coordinates
- Helpful tile range hints shown below coordinates
- Maps indexed from WDT files in the manifest on startup
- Foundation for loading and modifying sections of existing WoW maps
- Info panel now shows M2 renderer stats: model count, instance count,
draw call count — visible in real-time to diagnose NPC rendering issues
- When placing NPCs: if models=0/instances=0, the model failed to load
If models>0 but draws=0, it's a culling/frame-sync issue
If draws>0, the model IS rendering but may be too small to see
- Clamp Heights: sets min/max height bounds across entire tile
(DragFloatRange2 slider for min/max, -500 to 2000 range)
- Useful workflow: Generate noise → Smooth → Clamp to desired range
- Prevents terrain from going underground or too high
- All affected chunks marked dirty for mesh regeneration
- "Center on Terrain" (Home key or View menu): resets camera to center
of loaded tile at 300 units altitude with 45-degree downward pitch.
Essential for recovering when camera gets lost in empty space.
- Toast confirmation on center action
- Scroll wheel now zooms camera (moves along look direction) instead
of adjusting speed. Much more intuitive for terrain editing.
- Shift+scroll adjusts camera speed (old behavior preserved)
- Click on minimap to teleport camera to that location on the terrain
- Zoom speed scales with current camera speed for consistent feel
- Brush mode tooltips: hover over the mode combo to see what each does
(Raise/Lower/Smooth/Flatten/Level/Erode descriptions)
- Chunk texture inspector: Paint panel shows which texture layers are
on the chunk under the cursor (base + blended layers with filenames)
- Helps identify what textures you're painting over before blending
- About dialog: Help > About shows editor version, capabilities, and
supported format (WoW 3.3.5a compatible)
- Info panel now shows texture count, water chunk count, hole chunk count
- Status bar shows object/NPC counts alongside map name
- Better at-a-glance overview of zone composition without opening panels
- Loading an ADT now auto-loads objects.json and creatures.json from
the output directory if they exist (full session persistence)
- Toolbar buttons now highlight active mode in blue (clearer visual)
- Number keys 1-5 switch modes: 1=Sculpt 2=Paint 3=Objects 4=Water 5=NPCs
- Toast shows loaded object/NPC count on zone open