Devlog/Level Editor

PapaiArt Tools - LevelEditor 1.4.3

Level Editor v1.4.3 2 min read

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:

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:

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.

https://discord.gg/ecC59ZpbQ3

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