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v1.1.1
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Added
Map Authoring Workflow (Phase 15)
Per-face material editing for brush entities (select face, apply material from picker)
Brush entity spawning with default geometry (creates box brush on spawn)
Shape overrides for spawned brush entities (box, wedge, cylinder, arch)
Static mesh to brush conversion on export (convex decomposition)
Worldspawn brush creation and Tie to Entity tools
Export validation for brush entities and degenerate geometry
Full Round-Trip Material Pipeline (Phase 16)
Central material manifest (USourceMaterialManifest UDataAsset) tracking all Source materials
Persistent texture import: VTF decoded to UTexture2D assets (survive editor restart)
Persistent material import: UMaterialInstanceConstant assets with proper base materials
Manifest-first material mapping on export (correct Source paths, no more broken name-based mapping)
MaterialAnalyzer: extracts textures, blend mode, two-sided flag from arbitrary UE materials
Custom UE material export: TGA → VTF conversion with DXT1/DXT5 format selection and mipmaps
VMT generation from material analysis (maps UE properties to Source VMT parameters)
Lossless re-export of imported materials using stored VMT params from manifest
Custom material files automatically packed into BSP via bspzip
Fixed
Compile pipeline failing on relative VMF paths (now converts to absolute)
Spawn validation failing on imported maps
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