fix: load the zone without scene lookups when its raw terrain is missing or unreadable

Log at debug when it parses; build the terrain mesh only for the OBJ export; read the zone name and description only for version 31 and later, as the client does.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-10-16 11:13:19 -05:00
parent 0df0f0e426
commit 53d4c1fe2f
2 changed files with 18 additions and 23 deletions

View File

@@ -234,7 +234,6 @@ public:
void SetSpawnRot(const NiQuaternion& rot) { m_SpawnpointRotation = rot; }
const Raw::Raw& GetZoneRaw() const { return m_Raw; }
const Raw::TerrainMesh& GetTerrainMesh() const { return m_TerrainMesh; }
const SceneRef* GetScene(LWOSCENEID sceneID) const;
const std::vector<SceneTransition>& GetSceneTransitions() const { return m_SceneTransitions; }
const std::map<LWOSCENEID, SceneRef>& GetScenes() const { return m_Scenes; }
@@ -256,7 +255,6 @@ private:
std::string m_ZoneDesc; //Description of the zone by a level designer
std::string m_ZoneRawPath; //Path to the .raw file of this zone.
Raw::Raw m_Raw; // The Raw data for this zone
Raw::TerrainMesh m_TerrainMesh; // Pre-generated terrain mesh for fast scene lookups
std::map<LWOSCENEID, SceneRef> m_Scenes;
std::vector<SceneTransition> m_SceneTransitions;