- File > Load Custom Zone scans output/ and custom_zones/ for zone.json
- Lists all discovered custom zones with name and quest indicator [Q]
- Tooltip shows description and author on hover
- Click to load the zone's WOT/WHM terrain into the editor
- Parses tile coords from WOT filename for correct positioning
- Full round-trip: export → discover → reload for iterative editing
- File > Project > Git submenu: Init, Commit, Push, Pull operations
- Init Git Repo: initializes git in the project directory with initial commit
- Commit Changes: auto-saves zone then commits all changes
- Push/Pull: sync with remote repositories for team collaboration
- Git Status: shows current repo state directly in the menu
- Teams can collaborate on custom expansions using standard git workflows
- File > Project submenu: New/Save/Load project, add zones
- "Add Current Zone to Project" captures loaded map/tile info
- Project path editable in the menu
- Zone count shown for quick reference
- Foundation for multi-zone custom expansion workflow:
create project → add zones → edit each → export all as WCP
- File > Export Open Format (.wot/.whm) menu item for standalone export
- Every zone export (Ctrl+S, Export Zone) now also writes .wot/.whm
alongside the ADT/WDT — dual format output
- Export package now contains: ADT + WDT + WOT + WHM + JSON files
- Both Blizzard-compatible (for existing servers) and open format
(for wowee-native loading and redistribution)
- File > Export Content Pack (.wcp) saves zone + packs into WCP archive
- Auto-saves zone first, then bundles into the novel WCP format
- WCP is a custom format unique to wowee (not MPQ, not CASC)
- Output: output/MapName.wcp ready for distribution
- Toast notification on success/failure
- "Create + Generate" was setting a flag but never calling generateCompleteZone()
- Now properly chains: create terrain → run full procedural pipeline
(noise → smooth → normals → height paint → slope paint → detail → water → beaches)
- Uses generateAfterCreate_ flag to defer generation until after terrain is created
- Pick height, Punch Hole, Fill Hole, Delete All in Radius buttons
no longer require cursor to be actively on terrain
- All buttons now use last known brush position consistently
- Fixes the fundamental UX issue where clicking a UI button moves
the cursor off terrain, making the button do nothing
- About dialog was broken because ImGui::OpenPopup inside BeginMenu
has wrong ID scope — popup never appeared
- Changed to a proper ImGui::Begin window with showAbout_ flag
- Closeable with X button or clicking About again
- Shows version, author, feature summary, and tech stack
- Removed isActive() requirement from all "Create at Cursor" buttons
(Mesa, Crater, Hill, Valley, Stamp, Ridge, Flatten Platform, Holes)
- Buttons now use the last known brush position which persists when
cursor moves to the UI panel to click the button
- Fixes: "Create Mesa at Cursor can't work if cursor is clicking
that button" — now it uses wherever the cursor was last on terrain
- Set Start/End buttons for river/road no longer require brush to be
actively on terrain at click time — uses last known brush position
which persists when cursor moves to the UI panel
- Shows cursor coordinates above the buttons for visual confirmation
- Edge ramp confirmed to only affect terrain heights, not water levels
(water has its own height independent of terrain)
- ADT doodad/WMO positions now converted from ADT space to render coords
via core::coords::adtToWorld() — fixes objects appearing at wrong positions
when loading existing WoW maps
- Selecting a map in the Load dialog now auto-finds the first valid tile
(no more clicking "Find Tile" manually — it's automatic)
- Better error messages with toast for failed terrain loads
- Validates mesh has valid chunks before attempting GPU upload
- Quick Biome Paint: select a biome (Grassland/Forest/Desert/Snow/Swamp/Barrens)
and apply its full texture set in one click
- Sets base texture for all chunks + scatters variation patches
- Each biome has a primary ground texture + secondary variation
- Much faster than manual painting for initial zone texturing
- Scatter Patches: randomly places texture circles across the terrain
for natural-looking surface variation (dirt patches, rock outcrops)
- Configurable count, min/max radius, and seed
- Preset buttons for dirt and rock patches
- Uses the existing paint() method with random positions
- Adds visual variety to otherwise uniform terrain texturing
- Rotate 90 CW button in Mirror/Rotate section
- Snapshots outer vertex heights into 129x129 grid, rotates in-place,
writes back with inner vertices averaged from surrounding outers
- Useful for reorienting terrain features or creating rotational
symmetry (rotate + mirror for 4-way symmetric arenas)
- Gradient Blend: smoothly transitions base texture from one biome
to another across the entire tile (horizontal or vertical)
- Preset buttons: Grass→Sand and Grass→Snow gradients
- Creates natural biome transition zones without manual painting
- Alpha blending from 0% to 100% across 16 chunks
- Detail Noise: adds high-frequency roughness to existing terrain
without destroying the overall shape (amplitude 0.5-10, freq 0.01-0.5)
- Useful after smooth/generate to break up unnaturally smooth surfaces
- Workflow: generate → smooth → detail noise for natural look
- Separate seed from main noise generator for independent control
- paintAlongPath(): paints a texture along a line segment with
configurable width and quadratic edge falloff
- Road mode now automatically applies Elwynn cobblestone texture
when flattening a road path (flatten + texture in one operation)
- Quick distance check skips chunks far from the path for performance
- Alpha blending uses max() so overlapping paths don't wash out
- Edge Ramp: smoothly transitions tile borders to a target height
so adjacent tiles can connect seamlessly
- Configurable target height and ramp width (how far in from the edge)
- Quadratic blend for smooth start from edge → interior
- Essential for multi-tile zone creation: ramp each tile's edges to
match its neighbor's border height
- Smooth Beaches button in Water panel: creates gentle beach slopes
near water level by blending terrain toward waterline height
- Configurable beach width (15 units default)
- Quadratic falloff creates natural concave beach profile
- Use after filling water to soften harsh land-water edges
- Workflow: sculpt → fill water → smooth beaches → paint sand
- Voronoi noise generator: creates cell-like terrain patterns with
ridge features at cell boundaries (F2-F1 distance field)
- Configurable cell count (5-100) and amplitude
- Toggle between Value noise and Voronoi in the noise generator section
- Creates interesting mesa/plateau formations and organic shapes
- Random cell centers with per-cell height variation
- Offset Heights: shifts all terrain heights by a constant amount
(-100 to +100 range with Apply button)
- Useful for raising terrain above water level or sinking below
- Slider + Apply button in the Noise Generator section
- Invert Heights: flips terrain upside-down around midpoint (mountains
become valleys and vice versa)
- Fill Entire Tile with Water: one-click fills all 256 chunks at the
configured water height and liquid type
- Remove ALL Water: clears water from every chunk instantly
- Water panel now has three water operations: fill tile, remove under
brush, remove all
- fillWater() and invertHeights() methods on TerrainEditor