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When loading ADT tiles, the editor overrides terrain_.coord with the filename-derived tile coordinates (instanced maps have arbitrary internal values). But it wasn't recomputing the per-chunk world positions to match, causing terrain to render at wrong coordinates. Now recalculates all 256 chunk positions from the corrected tile coordinates using the standard WoW formula: chunkX = (32 - tileX) * 533.33 - cx * 33.33 chunkY = (32 - tileY) * 533.33 - cy * 33.33 This fixes terrain appearing at the wrong location in the editor when loading instanced maps or tiles with mismatched internal coords. |
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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 | ||