Play custom maps made in Blender (or any 3D tool, exported as .obj). Adds a CUSTOM tab with a card per map, grabbable ledges, handholds, lights, checkpoints and fall-reset. Map packs just drop .obj files in.
Card title from the map's .txt: first line title: <name> (otherwise the file name)
1.0.4
Glow-wall game: computer (tutorial board as monitor with a black screen and GAME / POWER-UPS tabs, crane arrow keys); single player or multiplayer (Comp: a wall each or one shared wall with a colour per player, Co-op: one wall, team score); btn lifespan, light-up interval, duration; the game's button stand starts a wall (3-2-1-GO, invisible wall drops; same light-up order for the same settings); floating power-ups (stamina, speed, air jumps, elastic limbs, grab anything); game-over stats
Glow maps: parts tagged _flat / _cyl only show on that map; _cyl parts spin around their lane's ..._cyl_body_laneN axis (one turn per 15 s)
prop:<GameMesh> objects: use the game's own meshes (board, buttons) in your map
handhold_pass: grabbable holds your body walks through
godmode marker object: no dying in that map
Button items can be several words: checkpoint_3_rebar_explosive gives 3 explosive rebars
Win sequence flying 30% slower (4.2x)
Blast logger (boomreport, boom_log.csv) and boomcourse, which sizes the Boom Course from your attempts with leeway
1.0.3
Fix: maps from map packs installed with the Thunderstore mod manager now show up in CUSTOM
Win sequence: much faster flying, winseq console command
1.0.2
New map parts: buddy button, save pads, floor notes, win sequence buttons (win / *win_seq*: title, noclip, 5x speed, flare machine gun, game win screen after 10 s)
1.0.1
Fixed broken arrow characters on the README page.
1.0.0
First release: .obj map loading, CUSTOM menu tab with map cards, ledges, handholds, lights, materials,
checkpoints, fall reset, map fog control, rebar course generator.
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