mesh files use game space (right-handed, y up): obj/gltf import and export no longer mirror models, per-mesh handedness keeps meshes of old projects as they were, python tools follow (--export-space for the old files)
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@@ -164,6 +164,10 @@ Ctrl inverts `enabled` while dragging.
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* Rotate gizmo: the edge-on fallback uses the screen angle with the mirrored sign.
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* Standard views: **top** = x to the right, game z (grid rows) downwards (cell (0,0) top left, as the
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MAP/region grid is laid out; yaw π); **front** looks along game −z (x right); **side** looks along −x.
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* Files (Import mesh, OBJ and glTF export, the Python geom tools) are right-handed y-up **game
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space** (= export space with z negated and the winding reversed), so they look the same in
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Blender as in the editor and the game (2026-11-07; before, they were export space and appeared
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mirrored – see editor-tools-geometry.md "Handedness").
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* Spaces: render/export space = (x, y, −z_game); model and inspector values (strats, waypoints,
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zones, lights, collision) are game space, tiles store export floats. LGHT point lights/directions
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are stored in game space (engine negates z on load). Strat yaw: `rotateY(−ry·2π/4096)` in export
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