- Smooth Entire Tile: global smoothing pass with configurable iterations
(1-10). Smooths across chunk boundaries for seamless results. Updates
inner vertices from smoothed outer grid. Great after noise generation.
- Snap to Ground checkbox: on by default, objects placed at terrain
surface. Disable for floating/airborne objects.
- Random Rotation + Snap Ground checkboxes side-by-side for fast setup
- Toast notifications on noise apply and smooth operations
- Smooth pass uses cross-chunk neighbor averaging for edge continuity
- Export Heightmap: File > Export Heightmap saves terrain as 16-bit
RAW grayscale (129x129) for use in external terrain editors or
as a backup. Configurable max height scale.
- Help overlay (F1 or Help menu): lists all keyboard shortcuts
organized by category (navigation, editing, object transform, view)
- Round-trip heightmap workflow: import → edit → export
- Import Heightmap: File > Import Heightmap loads RAW 8/16-bit grayscale
files (129x129 or 257x257) and maps to terrain heights with configurable
scale. Supports standard terrain editor heightmap formats.
- Toast notifications: non-intrusive green popup at bottom center for
user feedback (save confirmations, import results, errors)
- Toasts fade out after 3 seconds with alpha animation
- Auto-save now shows toast on save
- Quick-save (Ctrl+S) shows toast confirmation
- 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
- Noise Generator in Sculpt panel: applies procedural value noise
with configurable frequency, amplitude, octaves, and seed
to create hills/valleys across entire tile instantly
- Sky/Lighting presets: View > Sky menu with Day (blue sky, high sun),
Dusk (orange, low sun), Night (dark blue, moonlight)
- Viewport clear color and light direction now configurable at runtime
- Noise uses smoothstep interpolation with octave fractal layering
- Punch Hole / Fill Hole buttons in Sculpt panel: creates terrain
holes (4x4 bitmask) for cave entrances, mine shafts, etc.
Uses brush radius to determine affected area.
- Recent Textures: paint panel shows last 6 used textures as quick-
select buttons (no need to re-search the full list)
- Holes saved in ADT format (MCNK holes field) and respected by
the mesh generator (triangles skipped at hole positions)
- Terrain normals recalculated after height changes (smooth lighting
on sculpted terrain instead of flat-shaded appearance)
- Ghost preview and brush indicator cleared when switching modes
(prevents stale model instances or circles persisting)
- File > Clear All resets undo history and selections
- Normal computation uses finite differences from neighbor heights,
handles both outer (9x9) and inner (8x8) vertex grid positions
- Raycast AABB now uses actual min/max vertex heights per chunk
instead of fixed ±200 padding (fixes misses on sculpted terrain)
- Right-click context menu opens correctly (deferred popup via flag
since ImGui::OpenPopup must be called within ImGui frame)
- Keyboard shortcuts: G=Move, R=Rotate, T=Scale, X/Y=axis lock,
Escape=deselect, Delete works in any mode for objects/NPCs
- Delete key now removes selected NPC in NPC mode too
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