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The river path tool used to carve the channel and texture the banks but never added a water layer — users had to manually run "Fill Water" afterward, which floods the entire tile. The fix is a new TerrainEditor::fillWaterAlongPath() method that adds water layers only to chunks the river segment passes through (within width + chunk-half-diagonal of the line). Per-chunk water height is set to the chunk's post-carve minimum terrain height + 0.5y offset so the water sits visibly in the channel without overflowing onto banks. The river apply path now invokes carveRiver → paintAlongPath → fillWaterAlongPath in sequence. Toast updated to mention all three. Multi-point rivers are still next on the list — the underlying math takes a single segment today, so a polyline river needs a UI revamp to capture N points + a per-segment loop. Ack'd, not done this commit. |
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| .. | ||
| asset_extract | ||
| auth_login_probe | ||
| auth_probe | ||
| blp_convert | ||
| dbc_to_csv | ||
| editor | ||
| asset_pipeline_gui.py | ||
| backup_assets.sh | ||
| diff_classic_turtle_opcodes.py | ||
| gen_opcode_registry.py | ||
| generate_ffx_sdk_vk_permutations.sh | ||
| m2_viewer.py | ||
| opcode_map_utils.py | ||
| validate_opcode_maps.py | ||