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v0.0.7
Pre-release
Pre-release
What's New
World Builder — stitching you can trust (one engine change this release: the spawn rescue below)
- Door pickers tell real doorways from scenery. Every free door is analysed against the region's actual nav mesh and tagged: 🚪 walkable doorway, ⚠ off-path, ⛰ scenery socket (cliff/wall alignment seams with no floor at the opening — most "free doors" on a region boundary). Scenery is hidden by default behind a new Hide ⛰ scenery doors toggle, so a shipped region's list drops from ~400 sockets to its genuine handful of entrances.
- The viewport shows the same truth. Door markers carry the tiers, and only the doors the pickers offer are drawn. Committing a scenery seam warns first — it joins the regions visually, but players can never cross — and Validate flags any that exist.
- Seam-fit preview. A door pair can mate perfectly while the regions around it collide. Neighbour nodes that would interpenetrate your region now draw red in the ghost preview, the status bar counts them before you commit, and Validate lists it — you see the cliff before you walk through it.
- Flames on both sides. Every stitched crossing burns a marker flame on each region's side now, floor-snapped to standing height instead of hovering at the door socket.
What's Fixed
- The frozen hero. Start positions assumed a node's origin sits at its floor — on tall pieces it doesn't (a desert mesa's origin is ~17 units above its doorway), so Play could spawn you off the nav mesh, unable to move at all. The World Builder now authors true floor heights into start_positions.gas and the seed actor, and the engine rescues any off-mesh authored spawn by snapping to the nearest nav floor (correction logged).
- Walkability is judged per door socket, not per node — a cliff piece whose rim touches walkable terrain no longer passes as a stitch endpoint while its actual socket hangs mid-air on the rock face.