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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@@ -41,7 +41,9 @@ seconds after the game window opens, and **Escape** quits back to the editor.
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the hit + 0.6 among scene tiles and brush-generated tiles, searching up to 0.75 cells around
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(rings of 8); material 30 (death floor) is rejected. Needed because render geometry often has
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no collision (village: the hill edge east of the start renders, but only a death floor at
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y 2.25 lies below – the llama fell to a game over).
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y 2.25 lies below – the llama fell to a game over). Since 2026-11-07 `FloorFinder` is a thin layer
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over the objects tools' `Ground` (`Ground.ofCells(scene, …)` built from the query cell(s) only + `cellBelow`: the cell's own tiles only, death
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floors included so a death floor is still reported/used as last resort, no swap models or neighbours).
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* `-Dllamamod.editor.noLaunch=true` skips the start (tests start the game with apptest).
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## Exe mod `boot-to-level` (GAMEPLAY, `modifiesExecutable`)
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