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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@@ -87,8 +87,8 @@ stairs, platforms register as shadow casters (`solids`). 1.0 = texture colour
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* `variant`: types with several code entry points (e.g. SmashPot: 2 spawn stubs).
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* **Waypoints** (`wp`): `'relative'` = move the original's waypoint chain along (offset to the
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object is kept, y is set to the floor if there is one), `'here'` = all points on
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the object, `'none'` = none (−1), or your own list `[(x,z[,y[,deg]]), …]` (extra fields
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of the original waypoints are taken over). Chains are renumbered (no references into the
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the object, `'none'` = none (−1), or your own list `[(x,z[,y[,deg[,unk2]]]), …]` (other extra
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fields of the original waypoints are taken over). Chains are renumbered (no references into the
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old level).
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* `player(x,z,rot)` (strat `Llama`), `checkpoint(x,z)` (`CheckPointPost`), `exit(x,z)`
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(`LevelDoor`), `coins([(x,z),…])`.
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@@ -131,8 +131,14 @@ stairs, platforms register as shadow casters (`solids`). 1.0 = texture colour
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* Rot 0° = facing +z, 90° = facing +x.
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* **Death plane works**: falling into the sea → health gone, respawn at the last
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checkpoint (or start).
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* Player waypoint chain (14 points for the village llama, meaning unclear): `player()` puts the
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first one 8 units behind the llama, the rest on the llama, extra fields from the original.
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* Player waypoint chain = start camera positions (the game takes the first node within 2.5 cells
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of the llama, see `editor.model.cmd.PlayerStart`): `player()` gives the llama ONE node 2 cells
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behind it, 0.5 above, unk2 = 0 (default camera distance/height) – like the editor's player start.
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Until 2026-11-07 it copied the prototype's 14-node chain (first node 8 behind = out of range, the
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rest on the llama): on village 2 bases (node 2 has unk2 ≠ 0) that put the camera into the llama's
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head. Waypoint lists take an optional 5th value unk2: `[(x,z,y,deg,unk2)]`.
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In game (test world, apptest 2026-11-07): the start camera is behind the llama at the default
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distance (`notes/img/editor/testworld_start_camera.jpg`).
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* **LevelDoor** (exit) – solved, see section "Exit (LevelDoor)" below.
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* Sizes that work: TRAK 0.6–1.0 MB, up to 1100 models, 5200 tiles, WAD up to 6.9 MB
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(originals: TRAK ≤ 1 MB, ≤ 5800 tiles, WAD ≤ 6.85 MB). Test world: 628 models,
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