play-test copies are temporary (levels/.playtest, removed and mod selection restored when the game ends), add to llamamod and keep option in the editor, remove level and open levels folder in the launcher plus --remove-level, unique level mod ids for files differing only in case, esc leaves the waypoint tool

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@@ -47,15 +47,21 @@ status bar keeps the result of the last build; click it to open the Problems pan
**Level → Play** (**F5**, toolbar **Play**) does everything in one go:
1. builds the level,
2. installs it in LlamaMod's `levels` folder as a level mod (next to the mods you have switched
on),
2. installs a **temporary copy** of it as a level mod (next to the mods you have switched on),
3. prepares the play-test save slot (unlocked up to your level),
4. starts the game **directly in the level** – no logos, no menus, no map.
![The game started straight in the level](img/play_boot.jpg)
In the game, press **Escape** to quit straight back to the editor. When the game has ended,
LlamaMod switches your normal mod selection back on; the level itself stays installed.
LlamaMod switches your normal mod selection back on and deletes the temporary copy – play-tests
do not fill LlamaMod's mod list. While the game runs, the copy shows up in LlamaMod as
"*name* (play-test)" with a blue **temporary play-test** badge.
If the editor is closed before the game, the clean-up happens the next time the editor starts.
To keep a level in LlamaMod, use **Level → Add to LlamaMod…** (see
[Playing without the editor](#playing-without-the-editor)) or switch on **Keep play-tested level
in LlamaMod**.
### Play from the camera position
@@ -75,6 +81,7 @@ dropping the llama into the void. The original level's opening fly-by is skipped
|---|---|---|
| **Play boots straight into the level** | on | Off: the game starts at the main menu with the map cursor on your level (choose *Spiel starten* → slot → Enter on the map); groove.exe is not changed. |
| **Escape quits the play-test** | on | In a play-test the pause key ends the game at once. Off: Escape opens the normal pause menu. |
| **Keep play-tested level in LlamaMod** | off | On: Play installs the level as a normal level mod in the `levels` folder (as **Add to LlamaMod** does) and it stays switched on after the game. |
| Play-test save slot (**Edit → Preferences**) | 3 | The slot the game plays with; it is backed up before it is changed. |
> **Note:** Booting into the level uses the **Boot to level** mod, which adds code to LlamaMod's
@@ -95,6 +102,12 @@ More in [Troubleshooting and FAQ](20-troubleshooting.md).
## Playing without the editor
The level is now a mod in LlamaMod's **Levels** category. To play it the normal way, tick it in
LlamaMod, click **Apply** and **Play**. New levels are on the world-9 (TestLevel) map – unlock
**Level → Add to LlamaMod…** copies the current state of the level into LlamaMod's `levels`
folder as a normal level mod – on the TestLevel chapter chosen in the
[Level settings](14-level-settings.md), or replacing its original chapter. Adding the same
project again updates that mod. To play it the normal way, tick it in LlamaMod's **Levels**
category, click **Apply** and **Play**. New levels are on the world-9 (TestLevel) map – unlock
it in **Save games → Unlock TestLevel (world 9)**; edited original levels replace their chapter.
A level you no longer want in LlamaMod is removed with **Remove…** on its card
(see [Mods](18-mods.md#level-mods)).