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Adds a public EditorApp::getActiveBiome() accessor and renders the biome name in the status bar between the tile coords and the dirty marker. So the bar reads, e.g., "[Sculpt] mymap [32,32] Forest *" — at a glance the user knows what biome the painting/ auto-paint passes will use. Useful especially after creating a new terrain: the biome selection previously only mattered at create time + during "Generate Complete Zone", with no visible feedback that it was remembered. |
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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 | ||