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EditorViewport gains setActiveMapName() so rebuildObjects can pass per-zone prefixes (output/<map>/models|buildings/, custom_zones/<map>/...) to tryLoadByGamePath. EditorApp wires it from loadADT, loadWMOInstance, and createNewTerrain. Now the editor's preview mirrors the main game's priority: per-zone WOM/WOB beats global custom_zones/, beats game data.
81 KiB
81 KiB