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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@@ -91,7 +91,10 @@ Invisible collision volumes (Invisible wall/block, colliders) are drawn transluc
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### Mesh import (File → Import mesh)
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File chooser, then a dialog: rotatable preview (mouse wheel zooms; framed on the main mass –
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`Preview.focusBounds`: per axis the vertices within 2.5 IQR of the middle half (Tukey fences), the full
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bounds unless they are over 1.5× larger; `geo_import_focus.jpg`: house with a triangle 400 cells away, `geo_import_zoomed_out.jpg`) (shown as in game; flat shading with a small z-buffer at
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bounds unless they are over 1.5× larger; since 2026-11-07 also minus the smaller vertex group beyond a gap
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wider than half the extent and twice the kept side, holding under half the other side's vertices – a stray triangle on a
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low-poly box is 3 of 11 vertices and passes the fences; **Fit** uses the same bounds, and a hint under
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"Largest side" names the main part's size when pieces are ignored, `geo_import_fit_stray.jpg`; `geo_import_focus.jpg`: house with a triangle 400 cells away, `geo_import_zoomed_out.jpg`) (shown as in game; flat shading with a small z-buffer at
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twice the panel size, `PreviewRaster` – before 2026-11-07 the triangles were sorted by centroid and hidden
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faces showed as slivers) with a 1-cell grid and a llama-sized marker, source
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info, up axis, unit scale and "fit largest side to n cells", turn, mirror, stand on the ground,
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