# Changelog ## 0.2.1 – changes since 0.1.0 The first test release was 0.1.0 (launcher edition). Everything below is new for testers. There are two downloads: **full** (launcher + level editor) and **launcher** (mods only). ### Launcher - **Clearer texts everywhere.** Mod descriptions and options are explained in plain words, directly under each option instead of only in tooltips. - **Setup wizard** - Wrong files, truncated ISO downloads and too little disk space are caught when you pick the source, not after you click Set up. - Copy progress shows megabytes ("123 of 568 MB"). - Cancel tells you what happened. - **Play** - While the game runs, Play becomes **Quit game**, so a hung game can be stopped from LlamaMod. - A crash now says "The game crashed" with advice, instead of only "The game has ended". - Wine: a too-old Wine version gives a warning, and a wrong Wine command is explained. - **Safer applying** - Two LlamaMod windows (or the command line) can no longer break each other's apply. - If LlamaMod is closed in the middle of applying mods, it finishes or rolls back the apply on the next start and tells you. - Settings changed in one window show up in the other. - Old cached mod results are rebuilt after an update. - **Mods** - **Mirror mode:** pick the worlds with check boxes. - **Practice and Free camera:** if two hotkeys use the same key, Apply refuses and says which ones clash. - **Boot to level:** a custom start position belongs to its level and no longer breaks other levels. - **Intro skip and Boot to level** can now be used together. - **Test World:** a new gallery with all 253 characters, enemies, animals and objects of the game, standing still on pedestals (the animal pen is gone). - **New levels and the Alligator Arena only use TestLevel chapters 1 and 32–49.** On other chapters the game stored the level's coins over your progress and other game data (chapter 9 broke the world map). Levels and settings on old chapters move to a free one automatically. The game itself is fixed too: picking an empty TestLevel chapter on the world map (or in Boot to level) no longer damages your progress. - The level tally shows the real coin and secret totals of new levels, the Test World and the arena instead of the Village's "55". - **Save games** - Backups can no longer overwrite each other. - Import… opens in the backups folder. - The table fits small (1280×720) screens. - **Layout:** works on small and laptop screens; the dark theme is easier to read. ### Level editor (full edition) - **Play-test** - Shows "Game running" and a **Stop game** button. - Shift+F5 shows a crosshair where the llama will start. - Play-test copies are removed when the game ends, and your mod selection comes back. - **Readable names.** "Coin 3", "Floor 2", "Waypoint 4" instead of internal ids, in the outliner, inspector, status bar and messages; the outliner filter finds them. - **Error messages.** Damaged files give one plain sentence with optional details. - **Geometry** - Painting or erasing tiles in one drag is one undo step. - New tile option **No collision** (walk-through decoration). - **Meshes and export** - **Export level as glTF/GLB** (textures, vertex colours; optionally only the selection, or collision as a separate mesh). - Imported and exported models are **no longer mirrored** compared to Blender. Meshes in older projects keep their look; switch them to "right" handedness in the inspector to fix them. - **Objects** - **Guards** and **alligators** need a waypoint box around them, or the game removes them. The editor now sets this up automatically and warns when it is wrong. It also says which objects can trigger a guard's event bit. - The start camera no longer starts inside the llama's head on some base levels. Moving the player start moves its camera and intro fly-by too. - Snap to floor follows the game's own rule. - **Object scripts** - Custom object types can be edited and deleted (with undo). - **Script language with compiler:** if/else, loops, switch, events, named parameters. - The script view is much easier to read. - Opcodes have checked descriptions. - Narrow docks, small windows and long labels wrap instead of being cut off. ### Known limits - Tested on Linux (Wine) and in a Windows VM. Real Windows hardware is not tested yet. - The game draws objects only within about 12 units of the llama.