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Top-level WOM save was writing raw model.vertices/.indices/.texturePaths sizes; load enforces 1M / 4M / 1024 limits. A pathological model would emit a header rejected on load, leaking the rest of the file body. Cap each count at the load limit and iterate the WOM1 vertex block + texture-path block by index so the body matches the header. |
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| .. | ||
| addons | ||
| audio | ||
| auth | ||
| core | ||
| game | ||
| math | ||
| network | ||
| pipeline | ||
| rendering | ||
| ui | ||
| main.cpp | ||