launcher: wizard bar follows the copied megabytes, saves table shows 4 rows at the minimum size, mods tab keeps focus and caret when it is rebuilt, take-over notice expires; geom_export previews in game space; apptest checks every menu step with longer holds, loads slot 2, retries an early crash once and records load
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@@ -210,7 +210,10 @@ Implemented in `tools/geom_import.py` (OBJ → TRAK + MAP tile part, rest of the
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`geom_export`/`geom_import` = the old raw export space (z < 0).
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* `geom_export.py WAD OUT [--collision] [--objects] [--export-space]` → level.obj/mtl (UV, vertex colours, one
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object per tile), page_NN.png, collision.obj (groups matNN_grpG), objects.obj, preview_top/persp.png
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(textured software renderer).
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(textured software renderer, right-handed camera, always in game space – the same way round as in the
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game, checked against an in-game shot of t1l1m001: `img/geom_preview_handedness.jpg`; before 2026-11-07
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the previews rendered export space and were mirrored). `tools/vorschau/render_level.py` (Blender) reads
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file space and is not mirrored either (checked on the test world, 2026-11-07).
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* `geom_import.py BASE.wad MESH.obj NEW.wad [--coll-obj C.obj] [--keep-tiles] [--zones flat|keep] [--default-tex N] [--export-space]`
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* `geom_demo.py BASE.wad demo.obj [--plaza]` – example geometry made of texture-tile quads.
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* `geomlib.py` – parser/builder (TRAK, STPC models, MAP tile part, TEXT table/pages, collision).
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