editor: tile paint and collision strokes are one undo step, no collision option for tiles (visual-only model copy in the build), freed gl buffers and stale pick ids, export level as gltf/glb with textures and vertex colours
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@@ -267,6 +267,8 @@ used in the level** hides unused ones. Click a model to make it the current one,
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Painting onto a tile at the same height **swaps its model** instead of stacking a second tile.
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New tiles copy the vertex colours of an existing tile with the same model.
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One drag is one undo step: **Ctrl+Z** brings back all tiles a stroke painted over, erased or swapped.
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> **Tip:** Prefer swapping, moving or hiding original tiles over erasing them. Object scripts can
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> address tiles by their number, and erasing a tile shifts the numbers of all later tiles. The
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> status bar warns you when you erase an original tile.
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@@ -326,7 +328,15 @@ change all tiles** (paint the model, every tile using it changes) or **Shared mo
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this tile** (the painted tile gets its own copy of the model first).
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Brushes have one material per face class (top, sides, bottom); tile models are painted per
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polygon. Tile collision cannot be switched off – paint it 30 or hide the tile instead.
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polygon. A painting drag is one undo step.
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### Tiles without collision
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To make a tile only visual, select it and tick **No collision** (Inspector, section **Build**; works
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for several selected tiles at once). The built level then uses a copy of the tile's model without
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collision polygons: the llama walks through the tile (a wall) or falls through it (a floor). Other
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tiles of the same model keep their collision. In the editor the tile no longer shows collision
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lines, and checks such as "no floor under the player start" ignore it.
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The layer **Invisible collision volumes** draws invisible walls, invisible blocks and colliders
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translucent red so you can see them while editing.
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