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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@@ -46,6 +46,12 @@ actions (AWT canvases do not get Swing key bindings).
(one row while each cell gets ≥ 66 px, else stacked one per row; also the brush rotation spinners);
reference buttons (`InspectorPanel.RefButton`) show the longest name that fits ("Waypoint 5 (chain 3)" →
"Waypoint 5" → "#5", other names drop a "(…)" suffix, then "…"), full name + id in the tooltip.
* The naming logic lives in `editor.model.ReadableNames` (so editor.io can use it: brush compile warnings
"Floor 2: … – skipped", `Validator` messages, "is still used by" errors); `ui.NodeNames` extends it.
Also: waypoint added / pilot mode status, object check texts ("Coin 3: …", "Waypoint chain at
Waypoint 4 (chain 2)"), missing texture page ("Texture #5 uses page 7, but the level has only 4 texture
pages (0–3)"), Problems tooltip. Numbers in filter queries match whole numbers at both ends ("2" no
longer finds "Floor 12"); the tile palette filter uses the same rule on model names/numbers.
* Tool status and check texts use `NodeNames` too (geometry, tile paint, collision, texture paint,
lights, brush-outside-grid check, "Placed Model 12 in cell …"); the outliner filter applies the
whole-number rule to the old label and the id as well ("tile 3" no longer finds x = 39).