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Dungeon creator, create-map redesign, and the texture library

Carve dungeons with auto-built walls and ceilings, create maps from a generation preview with autoshader, lighting and water presets, and manage terrain textures in a per-project library with quality tiers.

Dungeon creator#

  • Carve and remove tools cut the terrain into corridors and rooms; walls are built automatically as one mitered mesh with flush joints, corner posts and a choice of top styles (flat, rounded, beveled, sloped cap) and a base skirt.
  • Ceiling cover with an independent texture, colour and lowerable offset; wall mesh overrides with a visual fit dialog; square or round brush down to one tile; diagonal corners.
  • Void tiles export as unwalkable so the server's collision matches what players see.
  • A Dungeon lighting theme and a dedicated Dungeon tab in the right panel.

Create map#

  • Generation preview, autoshader, lighting and water options on the create screen.

Texture library#

  • Per-project storage with folders and an Asset Manager view; Add to Map from the library; per-map texture quality tiers; drag-to-swap texture slots; single-tile texture painting at the 1 m brush size.
  • Clean Unused removes textures nothing references; the library self-heals if its index drifts.
  • Terrain textures are externalised on save, fixing untextured floors in the client.

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