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Previously generateCompleteZone() applied a hardcoded heightband texture set (Tanaris sand → Elwynn grass → Barrens rock → Dragonblight snow) regardless of which biome the user picked in the "New Terrain" dialog. The biome's textures were correctly applied by createNewTerrain, then immediately overwritten by the hardcoded auto-paint pass. Result: every "Create + Generate" run looked the same, masquerading as "the first biome sticks." Fix: store the active biome on EditorApp and read it in generateCompleteZone(), pulling the four-band texture set + slope accent from getBiomeTextures() instead of hardcoding. Now selecting Forest vs Desert vs Snow vs ... actually changes the painted textures. |
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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 | ||