readable names also in io, checks and texture messages (naming moved to editor.model), tile palette filter by name or number, import preview frames the main mass and zooms with the wheel, object palette right-click no longer switches to place, floorfinder built on ground, levelbuild starts get one camera node behind the llama (golden hashes updated, boot-to-level moves it along)

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MineTec committed 2026-11-07 14:42:32 +01:00
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@@ -243,8 +243,9 @@ levels are built. Start it with **T**, from the toolbar or **Geometry → Tiles
### Tile palette
The Inspector shows the **Tile palette**: every tile model of the level with a thumbnail, its
vertex count and how many tiles use it. **Filter (model number)** narrows the list, **Only models
used in the level** hides unused ones. Click a model to make it the current one, or
vertex count and how many tiles use it. **Filter by name or number** narrows the list as you type
(model names as in the Outliner; a number matches whole numbers only, so "12" finds Model 12 but not
Model 120), **Only models used in the level** hides unused ones. Click a model to make it the current one, or
**Shift+click** a tile in the viewport to pick it.
### Modes and options
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@@ -25,7 +25,9 @@ project**, so the `.llamalevel` file stays complete when you share it (see
**File → Import mesh (OBJ, glTF)…** (or **Import mesh…** in the **Imported** tab of the Assets
panel) asks for the file and opens the import dialog. The left side is a preview you can orbit by
dragging; the grid squares are 1 cell and the small marker shows the llama's size (0.6 cells).
dragging and zoom with the **mouse wheel**; the grid squares are 1 cell and the small marker shows the
llama's size (0.6 cells). It is framed on the main part of the model, so a few far-off pieces (a stray
vertex, a huge ground plane) do not shrink it to a dot – zoom out to see them.
![The Import mesh dialog](img/geo_import.jpg)
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@@ -56,7 +56,7 @@ The **Objects** panel sits in the left dock next to the Outliner – the tab wit
* **Click** an entry to make it the current type and switch to the **Place objects** tool
(**P**). Then click in the viewport to place it.
* **Drag** an entry into the viewport to place one object exactly under the mouse pointer.
* **Right-click** an entry for its menu: **Add to favourites ★** / **Remove from favourites**
* **Right-click** an entry for its menu (this does not pick the type or switch tools): **Add to favourites ★** / **Remove from favourites**
(favourites are marked with ★, listed first and remembered between sessions) and, for your
own [custom types](22-strats.md), **Edit type…** and **Delete type…**. The same menu (with
**Place at view centre**) opens on the types in **Assets → Objects**.