Commit graph

8 commits

Author SHA1 Message Date
Kelsi
df1eed1c42 fix(editor): preserve CreatureSpawn.id across JSON save/load
Quest links (questGiverNpcId, turnInNpcId, KillCreature targetName) all
key off CreatureSpawn.id, but loadFromFile always assigned new ids via
nextId(). So saving and reloading would silently break every quest hook
in the zone. Now JSON stores id, the loader reads it back when present
(legacy files fall back to nextId()), and idCounter_ is bumped past
loaded values to prevent future collisions. Same fix as the recent
PlacedObject.uniqueId one.
2026-05-06 04:53:09 -07:00
Kelsi
99aaab3aa8 feat(editor): add Trainer/Banker/Auctioneer/Repair NPC flags + SQL export
CreatureSpawn struct gains four AzerothCore-standard NPC flag bits:
  trainer    -> npcflag 0x10
  repair     -> npcflag 0x1000
  banker     -> npcflag 0x20000
  auctioneer -> npcflag 0x200000
Saved/loaded via the JSON spawn file, exported to creature_template.npcflag,
exposed as checkboxes in the NPC template panel. Lets users build full
city NPCs (city auctioneer, weapon trainer, etc.) without dropping to SQL.
2026-05-06 04:03:23 -07:00
Kelsi
10a63f0581 fix(editor): version string, NPC ID reset, author attribution + UX
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)
2026-05-05 14:05:22 -07:00
Kelsi
08500384e2 refactor: migrate all remaining JSON to nlohmann/json
- npc_spawner: save/load with proper JSON (25+ fields + patrol paths)
- zone_manifest: save/load with nlohmann (was naive string concat/parse)
  - load now parses all fields: mapId, baseHeight, tiles, hasCreatures
- custom_zone_discovery: parse zone.json with nlohmann, extract mapId
  and tile coordinates (was only reading name/author/description)
- object_placer: save/load with nlohmann (was substring parsing)
- editor_app: stats.json export uses nlohmann, score display now /6

Zero naive JSON string concatenation remains in the editor codebase.
2026-05-05 13:10:07 -07:00
Kelsi
a91233a6ec feat(editor): erosion brush, NPC load, auto-save
- Erode brush mode: simulates water erosion by moving height downhill
  based on slope, creating natural drainage patterns and gullies
- NPC JSON loader: File > Load NPCs parses saved creatures.json back
  into the spawn list (round-trip save/load now works)
- Auto-save: every 5 minutes when unsaved changes exist, exports the
  full zone (ADT + WDT + creatures) to the output directory
- Sculpt mode now has 6 brush types: Raise/Lower/Smooth/Flatten/Level/Erode
2026-05-05 04:44:54 -07:00
Kelsi
48026421c9 feat(editor): NPC scatter tool, adjacent tile creation, multi-tile prep
- 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
2026-05-05 04:14:29 -07:00
Kelsi
f38884856f fix(editor): NPC ghost preview, scale control, frame sync for M2 rendering
- Ghost preview now shows in NPC mode (follows cursor with creature model)
- Added scale field to CreatureSpawn (default 1.0, slider 0.5-10x)
- NPC instances render at their configured scale
- Scale included in JSON save format
- M2Renderer::update() now runs AFTER beginFrame() so getCurrentFrame()
  returns the correct frame index — fixes instance SSBO mismatch that
  caused draws=0 despite loaded models
2026-05-05 03:52:43 -07:00
Kelsi
2980ca83e7 feat(editor): add standalone world editor (rough/WIP)
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
2026-05-05 03:47:03 -07:00