A big drawing-focused update for the Level Editor. Here's everything new.
New shape tools
A new Shapes strip appears next to the canvas whenever the Sector tool is active. Besides classic point-by-point drawing you now get drag-to-draw shapes:
- Rectangle, Ellipse, Half-ellipse, Quarter-ellipse — hold Shift for perfect squares/circles
- Star — drag from the center, Shift snaps the rotation to 15° steps
- Stairs — drag a box and it splits into strips with automatically rising floors
Arc segments, star points and stair step counts are all adjustable right in the strip.
Sector inside a sector
Draw a sector fully inside another and it becomes a true nested sector. It inherits everything from its surroundings — heights, slopes, textures — so nothing changes until you change it. Raise its floor and you get a pedestal; the surrounding floor and ceiling get a real hole cut around it, and the boundary behaves like a portal: step and upper walls appear exactly where the heights differ.
Nesting is unlimited — a pillar on a pedestal in a room just works. Selection, camera collision and Thing placement now always pick the innermost sector. And the map format didn't change, so old maps load exactly as before.
Overlaps split properly
Drawing over an existing sector no longer creates broken overlapping geometry. The editor splits everything along your drawing:
- the overlapped part becomes its own sector and inherits the old properties,
- the rest of the old sector keeps its identity untouched,
- whatever falls outside becomes a fresh new sector.
This includes the tricky cases — alcoves drawn flush against a wall and stairs pushed right up to a room edge now carve in cleanly instead of spawning phantom walls. Under the hood: robust integer polygon clipping (Clipper2).
Undo/redo fixed
The undo stack got a rework — no more duplicate steps or lost states; Ctrl+Z / Ctrl+Y now walk the history exactly as you'd expect.
## Unity importer 0.2.0
The Unity package learned all of the above: floors and ceilings with holes, portal walls at hole boundaries, innermost-sector lookup for Things. Just reimport your maps — no settings to touch.
As always: bug reports are gold. If you manage to break something, tell me how — the last report turned into two of the features above.