editor: game running badge and stop game button during play-tests, crosshair for play from camera position while shift is held, readable outliner names, plain error dialogs with details and no stuck loading status, inspector hints wrap with the dock

This commit is contained in:
MineTec committed 2026-11-07 11:57:22 +01:00
1 parent d9f1b8c2fe
commit 59531a60b8
26 files changed
+984 -67

No files matched your search

+5 -1
View File
@@ -11,7 +11,7 @@ The window has six areas:
| **Options bar** | Above the viewport: the active tool with its options, then **Snap**, the move step, the angle step, **World / Local**, the camera view and **Layers**. |
| **Viewport** | The level in 3D. See [Navigating the viewport](04-navigation.md). |
| **Panels** | Docked around the viewport: Outliner, Objects, Environment, History on the left, Inspector and Visibility on the right, Assets, Textures and Problems at the bottom. |
| **Status bar** | Messages, the item under the mouse pointer, the cursor position in cells and the grid cell, counts (tiles · objects · waypoints · selected), the result of the last build (click it to open Problems) and the progress of background work. |
| **Status bar** | Messages (and a green **Game running** badge during a play-test), the item under the mouse pointer, the cursor position in cells and the grid cell, counts (tiles · objects · waypoints · selected), the result of the last build (click it to open Problems) and the progress of background work. |
## The start page
@@ -68,6 +68,10 @@ top), **Objects** (by category and type), **Waypoint chains**, **Zones**, **Ligh
**Brushes** and **Assets** (tile models, imported meshes, texture pages). The filter field finds
items by name, type or id.
Several items of the same kind are numbered in level order – *Coin 1*, *Coin 2*, *Floor 1*,
*Floor 2* – and the grey column on the right shows where they are (position in cells, for tiles
the height). Hover a row to see its internal id (e.g. `brush:n19`), which problem messages use.
* Click selects, **Shift+click** and **Ctrl+click** add to the selection, double-click frames
the item in the viewport.
* The eye button on a row shows or hides the item in the viewport.
+8
View File
@@ -53,6 +53,10 @@ status bar keeps the result of the last build; click it to open the Problems pan
![The game started straight in the level](img/play_boot.jpg)
While the game runs, the editor says so: the status bar shows a green **Game running: …**
badge and the toolbar's **Play** button turns into **Stop game** (click it to quit the game). Both
go back to normal a moment after the game has ended.
In the game, press **Escape** to quit straight back to the editor. When the game has ended,
LlamaMod switches your normal mod selection back on and deletes the temporary copy – play-tests
do not fill LlamaMod's mod list. While the game runs, the copy shows up in LlamaMod as
@@ -69,6 +73,10 @@ in LlamaMod**.
of the view, facing the way the camera looks. Point the view at the spot you want to test – a
difficult jump, the end of a parkour – and press **Shift+F5**.
While you hold **Shift** (or point at **Play from camera position** in the toolbar or the Level
menu), a small **crosshair** marks the middle of the view: **green** means the llama can start
there, **red** means it cannot – the status bar says why.
![The llama starting where the editor camera looked](img/play_from_here.jpg)
The editor checks that there is walkable **collision** at that point: many things that look solid
+4 -2
View File
@@ -21,6 +21,7 @@
| The editor is slow in a big level | Hide what you do not need (**H**, or switch layers off), close the Textures window, use the top view for large moves. |
| A key does nothing | Single-letter keys do not work while a text field has the focus – click into the viewport first. Some keys are shared by two tools (see [Keys](19-shortcuts.md#keys)); use the toolbar button. |
| I lost my changes after a crash | Start the editor again and choose **Recover** – autosave keeps unsaved changes (Edit → Preferences sets how often). |
| A project does not open ("…is damaged", "…does not exist") | The current level stays open. Try the autosave (start the editor again → **Recover**) or an older copy of the file. When you report a bug, click **Details** in the message and copy the text. |
| A panel is gone | **View → Panels** opens it again. |
| An object type I want is not in the list | The Objects list shows the base level's types and the ones you imported. Import the type from **Assets → All worlds** ([Importing objects from other worlds](09-objects.md#importing-objects-from-other-worlds)). |
@@ -31,7 +32,7 @@
| Build or Play is refused | The Problems panel lists errors; fix them first (double-click a message to find the item). |
| "The game is still running" | Level files cannot be replaced while the game runs – click **Quit game and play** in the message, or quit the game yourself. |
| The llama falls through the floor | Show collision (**C**). The floor needs collision: check the brush's collision faces in **Brush shape**, or paint the floor with the **Collision** tool. |
| **Play from camera position** says there is no floor | Point the middle of the view at walkable ground. Tree crowns, roofs and decoration often have no collision. |
| **Play from camera position** says there is no floor | Point the middle of the view at walkable ground (hold **Shift**: the crosshair turns green on a valid spot). Tree crowns, roofs and decoration often have no collision. |
| The exit does not work | The LevelDoor needs **exit floor (16)** in its cell. The **Exit** setup in the Objects panel places both together. |
| The level does not load / the game crashes | **Level → Check for problems**; keep tiles inside the grid; exactly one player start; no tile model over 8000 vertices. |
| My level is missing on the world map | New levels are in world 9 (TestLevel). Unlock it in LlamaMod's **Save games** tab, or play with **F5**. |
@@ -69,7 +70,8 @@ extra wrapper should be needed.
* The game runs through **Wine**; install it from your distribution. **Settings → Wine command**
points LlamaMod at a specific Wine (leave it empty for the installed one); the line below it
says whether that Wine was found.
says whether that Wine was found and its version. Wine older than 5.0 is marked in red, and
**Play** warns once before starting the game with it (you can still play anyway).
* The first **Play** prepares Wine for the game, which can take a minute.
* **Settings → Run in a window** (Wine virtual desktop) is recommended – otherwise the game
switches the whole screen to its resolution.