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The WOM loader is intentionally lenient — it clamps out-of-range indices to 0, resets bad bone parents to -1, and skips invalid batches. That keeps broken files from crashing the renderer, but also hides corruption that authoring scripts should catch BEFORE the file ships. wowee_editor --validate-wom Tree [--json] Cross-references checked (none auto-fixed by load()): - bone DAG order: parent must be strictly less than self index - animation boneKeyframes count == bone count when both nonzero - batch indexStart+Count <= total indexCount - batch indexCount divisible by 3 - batch textureIndex < texturePaths size - boundMin <= boundMax per axis, boundRadius >= 0 - header version in [1,3], indices count divisible by 3 Verified against a synthesized 3-bone model with parent=self+1 (invalid DAG order) — load() preserves it as written, validator reports 'bone 1 parent=2 not strictly less (DAG order)' and exits 1. JSON mode emits errorCount + errors[] + passed boolean for CI scripts to gate on. |
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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 | ||