mesh import fit ignores far-off stray pieces (with hint), project load warnings with readable names, edit projects of imported levelbuild wads load again (header runs applied to original values), -0.0 kept in saved arrays; start cameras checked in game on the test world and a village 2 base

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MineTec committed 2026-11-07 15:01:46 +01:00
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@@ -55,10 +55,14 @@ deterministic; brushes use the stored `seed`).
Node kinds, ids and properties: `notes/editor-api.md` (every persistent, settable `Prop`).
Values by `PropType`: numbers (INT/FIXED/ANGLE/FLAGS/COLOR as integers, DOUBLE), booleans,
strings, REF = node id (or `null`). Arrays: up to 64 elements as JSON lists, longer ones as
`{"i32": base64}` (int32 LE), `{"f64": base64}` (float64 LE) or `{"bytes": base64}`. A *changed*
`{"i32": base64}` (int32 LE), `{"f64": base64}` (float64 LE) or `{"bytes": base64}`; a short double
array containing -0.0 is written as `f64` too (JSON numbers drop the sign; since 2026-11-07). A *changed*
array of unchanged length is stored as runs of the changed elements only:
`{"runs": [[start, values], …]}` (values encoded as above) – e.g. editing a few vertices or
pixels of an original page stores just those values.
pixels of an original page stores just those values. Runs apply to the reference value read before any
property of the node is set (setting a model's vertices clears its header; until 2026-11-07 header runs
after a vertex change failed with "project file is damaged: NullPointerException", e.g. on
`llamamod --editor-import` of a levelbuild WAD).
Loading: reference scene → removals → create all added nodes (all kinds, so references across
kinds resolve) → set values of added/changed nodes and settings → apply `order`. Problems