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45th open format — replaces LiquidType.dbc plus the AzerothCore-style terrain liquid descriptor data. Defines liquid materials used by terrain MCNK liquid layers, WMO interior pools, and procedurally generated fluid bodies in custom zones. Each liquid pairs a render material (shader + texture array + flow vectors + fog color) with gameplay data (damage spell, raw DPS, ambient + splash audio cross-refs). Cross-references with prior formats — ambientSoundId and splashSoundId point at WSND.soundId, damageSpellId points at WSPL.spellId. 10 liquid kinds (Water / Magma / Slime / OceanSalt / FelFire / HolyLight / TarOil / AcidBog / FrozenWater / UnderworldGoo) covering both natural and magical fluids. Per-liquid: viscosity (0=water, 1=slime), flow direction+speed (radians+units/sec), fog density+RGB, packed minimap RGBA color. CLI: --gen-liquids (3-entry classic Water/Lava/Slime starter), --gen-liquids-magical (4 magical pools incl. fel/holy/cosmic), --gen-liquids-hazardous (3 high-damage liquids with WSPL DoT cross-refs), --info-wliq, --validate-wliq with --json variants. Validator catches id=0/duplicates, missing shader/material, kind out of range, fog/viscosity outside 0..1, hazardous-kind- without-damage warning, and Water/OceanSalt-with-damage warning to flag accidental misconfiguration. |
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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 | ||