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0.7.0 — Model behavior, geography and world planning
Pre-releasePublic source history cleanup completed (2026-10-14): developer installation paths were removed from public branch/tag history; tag names now resolve to rewritten commits. Existing clones should be replaced or carefully rebased without merging old history. See the current README for installation and privacy details.
Model collisions, shared world, architecture and agent assignments.
- Five model profiles: pickup item, non-pickup scenery, obstacle, destructible object and empty container. Health and capacity are adjustable. Native SpriteModel/IsoThumpable use real game mechanics; the blocking profile occupies one cell regardless of the scale of the visible model. This is not a collision mesh or a load-bearing wall.
- Shared buildings cross sections and are stored once. The editor, native preview and export take into account full outlines, floors/basements, rooms and resources. Moving/removing a section keeps shared buildings covered by map sections. Complete OSM footprints restore buildings at the seams; Road and river seam repair protects manually edited terrain and placed objects.
- Real DEM: online Terrain Tiles and ESRI ASCII EPSG4326/3857, NODATA, source/license, contrast elevation layer and elevation.asc in ZIP. The World-DEM example contains a real regional DEM of Smolensk 256×256 samples, ranging from 161 to 269 m; its house, road and river are authored, not an OSM reconstruction. The native PZ terrain remains flat.
- 24 original layouts and regional options. Handcrafted facades, balconies and extensions preserve existing coordinates, furniture, models and resources. The roof slopes take into account the occupied contour, terraces and empty courtyard; All vanilla assets used are verified.
- MCP expanded to 38 tools: worlds and neighborhoods, area/budget/floor/template restrictions, full reading/editing of buildings, generation/moving of sections, native preview and unified export. Proposals are isolated, revisions protect manual edits; Before applying agent changes, the editor shows a comparison. Applying a proposal can be undone in one step.
- Streaming autosave with three previous versions and recovery after corruption of the latest version; version selection in the UI. Reusing raster/themes, updating brush blocks, skipping off-screen buildings, clear chains of missing mod dependencies.
- Windows build includes .NET10.0.12 and license notices; SDK and separate runtime are not needed to launch. The new data uses map format 7, template format 5 and world format 2 so that the old editor doesn't lose fields. Older projects remain readable.
Checks: 136 C#, 75 Node, 14 legacy browser scenarios and new editor, planning and recovery scenarios. The official MCP client checks both protocols. The unpacked Windows archive starts with a non-existent DOTNET_ROOT and goes through editors/MCP. Independent native reader and game classes read new examples; the real IsoThumpable.TestCollide is checked from four directions, the real ItemContainer gets the given capacity. Full graphical game run, saving after real game and multiplayer have not yet been tested.
Unpack the entire Windows archive and run Start.cmd. If the editor is running, update it with Ctrl+F5. Examples are in examples; their coordinates may intersect, use separately or move and export again. Original game/mod textures and models are not distributed. Geography preserves source attribution/conditions; SHA256SUMS.txt contains checksums.
Publication privacy update (2026-10-14): the historical Windows application archive was withdrawn because compiled binaries contained developer installation paths. Clean native-map examples remain available; checksum files now cover the retained assets. Use the current Windows release for the editor. Public source tags are refreshed with rewritten history; existing clones should be replaced or rebased without merging old history.