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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MineTec committed 2026-11-07 11:57:22 +01:00
1 parent 59531a60b8
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@@ -267,6 +267,8 @@ used in the level** hides unused ones. Click a model to make it the current one,
Painting onto a tile at the same height **swaps its model** instead of stacking a second tile.
New tiles copy the vertex colours of an existing tile with the same model.
One drag is one undo step: **Ctrl+Z** brings back all tiles a stroke painted over, erased or swapped.
> **Tip:** Prefer swapping, moving or hiding original tiles over erasing them. Object scripts can
> address tiles by their number, and erasing a tile shifts the numbers of all later tiles. The
> status bar warns you when you erase an original tile.
@@ -326,7 +328,15 @@ change all tiles** (paint the model, every tile using it changes) or **Shared mo
this tile** (the painted tile gets its own copy of the model first).
Brushes have one material per face class (top, sides, bottom); tile models are painted per
polygon. Tile collision cannot be switched off – paint it 30 or hide the tile instead.
polygon. A painting drag is one undo step.
### Tiles without collision
To make a tile only visual, select it and tick **No collision** (Inspector, section **Build**; works
for several selected tiles at once). The built level then uses a copy of the tile's model without
collision polygons: the llama walks through the tile (a wall) or falls through it (a floor). Other
tiles of the same model keep their collision. In the editor the tile no longer shows collision
lines, and checks such as "no floor under the player start" ignore it.
The layer **Invisible collision volumes** draws invisible walls, invisible blocks and colliders
translucent red so you can see them while editing.