npcs and tutorial stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / blender_export.py
index cf6d3f7dd9d4fcde68765723ec608ed3ffa2291a..b1e7677fb232cf5c071a74ff4cff5f6a26af3e21 100644 (file)
@@ -1,40 +1,72 @@
-# 
-# =============================================================================
-# 
-# Copyright  .        . .       -----, ,----- ,---.   .---.
-# 2021-2022  |\      /| |           /  |      |    | |    /|
-#            | \    / | +--        /   +----- +---'  |   / |
-#            |  \  /  | |         /    |      |   \  |  /  |
-#            |   \/   | |        /     |      |    \ | /   |
-#            '        ' '--' [] '----- '----- '     ' '---'  SOFTWARE
-# 
-# =============================================================================
-# 
-#       Python exporter for Blender, compiles .mdl format for Skate Rift.
-#
-# Its really slow, sorry, I don't know how to speed it up.
-# Also not sure why you need to put # before {} in code blocks, there is errors 
-# otherwise
-#
-
-import bpy, math, gpu, os
+import bpy, blf, math, gpu, os
 import cProfile
 from ctypes import *
 from mathutils import *
 from gpu_extras.batch import batch_for_shader
+from bpy_extras import mesh_utils
+from bpy_extras import view3d_utils
 
 bl_info = {
-   "name":"Skate Rift model compiler",
+   "name":"Skaterift .mdl exporter",
    "author": "Harry Godden (hgn)",
    "version": (0,2),
    "blender":(3,1,0),
    "location":"Export",
-   "descriptin":"",
+   "description":"",
    "warning":"",
    "wiki_url":"",
    "category":"Import/Export",
 }
 
+sr_entity_list = [
+   ('none',             'None',           '', 0  ),
+   ('ent_gate',         'Gate',           '', 1  ),
+   ('ent_spawn',        'Spawn Point',    '', 2  ),
+   ('ent_route_node',   'Routing Path',   '', 3  ),
+   ('ent_route',        'Skate Course',   '', 4  ),
+   ('ent_water',        'Water Surface',  '', 5  ),
+   ('ent_volume',       'Volume/Trigger', '', 6  ),
+   ('ent_audio',        'Audio',          '', 7  ),
+   ('ent_marker',       'Marker',         '', 8  ),
+   ('ent_font',         'Font',           '', 9  ),
+   ('ent_font_variant', 'Font:Variant',   '', 10 ),
+   ('ent_traffic',      'Traffic Model',  '', 11 ),
+   ('ent_skateshop',    'Skate Shop',     '', 12 ),
+   ('ent_camera',       'Camera',         '', 13 ),
+   ('ent_swspreview', 'Workshop Preview', '', 14 ),
+   ('ent_menuitem',     'Menu Item',      '', 15 ),
+   ('ent_worldinfo',    'World Info',     '', 16 ),
+   ('ent_ccmd',         'CCmd',           '', 17 ),
+   ('ent_objective',    'Objective',      '', 18 ),
+   ('ent_challenge',    'Challenge',      '', 19 ),
+   ('ent_relay',        'Relay',          '', 20 ),
+   ('ent_miniworld',    'Mini World',     '', 22 ),
+   ('ent_prop',         'Prop',           '', 23 ),
+   ('ent_list',         'Entity List',    '', 24 ),
+   ('ent_region',       'Region',         '', 25 ),
+   ('ent_glider',       'Glider',         '', 26 ),
+   ('ent_npc',          'npc',            '', 27 )
+]
+
+MDL_VERSION_NR = 105
+SR_TRIGGERABLE = [ 'ent_audio', 'ent_ccmd', 'ent_gate', 'ent_challenge', \
+                   'ent_relay', 'ent_skateshop', 'ent_objective', 'ent_route',\
+                   'ent_miniworld', 'ent_region', 'ent_glider', 'ent_list',\
+                   'ent_npc' ]
+
+def get_entity_enum_id( alias ):
+#{
+   for et in sr_entity_list:#{
+      if et[0] == alias:#{
+         return et[3]
+      #}
+   #}
+
+   if alias == 'ent_cubemap': return 21
+
+   return 0
+#}
+
 class mdl_vert(Structure):              # 48 bytes. Quite large. Could compress
 #{                                      # the normals and uvs to i16s. Not an
    _pack_ = 1                           # real issue, yet.
@@ -46,28 +78,26 @@ class mdl_vert(Structure):              # 48 bytes. Quite large. Could compress
                ("groups",c_uint8*4)]
 #}
 
+class mdl_transform(Structure):
+#{
+   _fields_ = [("co",c_float*3),
+               ( "s",c_float*3),
+               ( "q",c_float*4)]
+#}
+
 class mdl_submesh(Structure):
 #{
-   _pack_ = 1
    _fields_ = [("indice_start",c_uint32),
                ("indice_count",c_uint32),
                ("vertex_start",c_uint32),
                ("vertex_count",c_uint32),
                ("bbx",(c_float*3)*2),
-               ("material_id",c_uint32)]        # index into the material array
-#}
-
-class mdl_texture(Structure):
-#{
-   _pack_ = 1
-   _fields_ = [("pstr_name",c_uint32),
-               ("pack_offset",c_uint32),
-               ("pack_length",c_uint32)]
+               ("material_id",c_uint16), # index into the material array
+               ("flags",c_uint16)]
 #}
 
 class mdl_material(Structure):
 #{
-   _pack_ = 1
    _fields_ = [("pstr_name",c_uint32),
                ("shader",c_uint32),
                ("flags",c_uint32),
@@ -75,915 +105,612 @@ class mdl_material(Structure):
                ("colour",c_float*4),
                ("colour1",c_float*4),
                ("tex_diffuse",c_uint32),
-               ("tex_decal",c_uint32),
-               ("tex_normal",c_uint32)]
+               ("tex_none0",c_uint32),
+               ("tex_none1",c_uint32)]
 #}
 
-class mdl_node(Structure):
+class mdl_bone(Structure):
 #{
-   _pack_ = 1
-   _fields_ = [("co",c_float*3),
-               ( "q",c_float*4),
-               ( "s",c_float*3),
-               ("sub_uid",c_uint32),        # dont use
-               ("submesh_start",c_uint32),
-               ("submesh_count",c_uint32),
-               ("classtype",c_uint32),
-               ("offset",c_uint32),
+   _fields_ = [("co",c_float*3),("end",c_float*3),
                ("parent",c_uint32),
-               ("pstr_name",c_uint32)]
+               ("collider",c_uint32),
+               ("ik_target",c_uint32),
+               ("ik_pole",c_uint32),
+               ("flags",c_uint32),
+               ("pstr_name",c_uint32),
+               ("hitbox",(c_float*3)*2),
+               ("conevx",c_float*3),("conevy",c_float*3),("coneva",c_float*3),
+               ("conet",c_float)]
 #}
 
-class mdl_header(Structure):
+class mdl_armature(Structure):
 #{
-   _pack_ = 1
-   _fields_ = [("identifier",c_uint32),
-               ("version",c_uint32),
-               ("file_length",c_uint32),
-               ("pad0",c_uint32),
+   _fields_ = [("transform",mdl_transform),
+               ("bone_start",c_uint32),
+               ("bone_count",c_uint32),
+               ("anim_start",c_uint32),
+               ("anim_count",c_uint32)]
+#}
 
-               ("node_count",c_uint32),
-               ("node_offset",c_uint32),
+class mdl_animation(Structure):
+#{
+   _fields_ = [("pstr_name",c_uint32),
+               ("length",c_uint32),
+               ("rate",c_float),
+               ("keyframe_start",c_uint32)]
+#}
 
+class mdl_mesh(Structure):
+#{
+   _fields_ = [("transform",mdl_transform),
+               ("submesh_start",c_uint32),
                ("submesh_count",c_uint32),
-               ("submesh_offset",c_uint32),
-
-               ("material_count",c_uint32),
-               ("material_offset",c_uint32),
+               ("pstr_name",c_uint32),
+               ("entity_id",c_uint32),
+               ("armature_id",c_uint32)]
+#}
 
-               ("texture_count",c_uint32),
-               ("texture_offset",c_uint32),
+class mdl_file(Structure):
+#{
+   _fields_ = [("path",c_uint32),
+               ("pack_offset",c_uint32),
+               ("pack_size",c_uint32)]
+#}
 
-               ("anim_count",c_uint32),
-               ("anim_offset",c_uint32),
+class mdl_texture(Structure):
+#{
+   _fields_ = [("file",mdl_file),
+               ("glname",c_uint32)]
+#}
 
-               ("entdata_size",c_uint32),
-               ("entdata_offset",c_uint32),
-               
-               ("strings_size",c_uint32),
-               ("strings_offset",c_uint32),
+class mdl_array(Structure):
+#{
+   _fields_ = [("file_offset",c_uint32),
+               ("item_count",c_uint32),
+               ("item_size",c_uint32),
+               ("name",c_byte*16)]
+#}
 
-               ("keyframe_count",c_uint32),
-               ("keyframe_offset",c_uint32),
+class mdl_header(Structure):
+#{
+   _fields_ = [("version",c_uint32),
+               ("arrays",mdl_array)]
+#}
 
-               ("vertex_count",c_uint32),
-               ("vertex_offset",c_uint32),
+class ent_spawn(Structure):
+#{
+   _fields_ = [("transform",mdl_transform),
+               ("pstr_name",c_uint32)]
+#}
 
-               ("indice_count",c_uint32),
-               ("indice_offset",c_uint32),
+class ent_light(Structure):
+#{
+   _fields_ = [("transform",mdl_transform),
+               ("daytime",c_uint32),
+               ("type",c_uint32),
+               ("colour",c_float*4),
+               ("angle",c_float),
+               ("range",c_float),
+               ("inverse_world",(c_float*3)*4),  # Runtime
+               ("angle_sin_cos",(c_float*2))]    # Runtime
+#}
 
-               ("pack_size",c_uint32),
-               ("pack_offset",c_uint32)]
+class version_refcount_union(Union):
+#{
+   _fields_ = [("timing_version",c_uint32),
+               ("ref_count",c_uint8)]
 #}
 
-class mdl_animation(Structure):
+class ent_gate(Structure):
 #{
-   _pack_ = 1
-   _fields_ = [("pstr_name",c_uint32),
-               ("length",c_uint32),
-               ("rate",c_float),
-               ("offset",c_uint32)]
+   _fields_ = [("flags",c_uint32),
+               ("target", c_uint32),
+               ("key",c_uint32),
+               ("dimensions", c_float*3),
+               ("co", (c_float*3)*2),
+               ("q", (c_float*4)*2),
+               ("to_world",(c_float*3)*4),
+               ("transport",(c_float*3)*4),
+               ("_anonymous_union",version_refcount_union),
+               ("timing_time",c_double),
+               ("routes",c_uint16*4),
+               ("route_count",c_uint8),
+               ("submesh_start",c_uint32), # v102+ 
+               ("submesh_count",c_uint32), # v102+ (can be 0)
+               ]
+   sr_functions = { 0: 'unlock' }
 #}
 
-class mdl_keyframe(Structure):
+class ent_route_node(Structure):
 #{
-   _pack_ = 1
    _fields_ = [("co",c_float*3),
-               ("q",c_float*4),
-               ("s",c_float*3)]
+               ("ref_count",c_uint8),
+               ("ref_total",c_uint8)]
 #}
 
-# ---------------------------------------------------------------------------- #
-#                                                                              #
-#                            Entity definitions                                #
-#                                                                              #
-# ---------------------------------------------------------------------------- #
-#
-# ctypes _fields_ defines the data which is filled in by:
-#  def encode_obj( _, node, node_def ):
-#
-# gizmos get drawn into the viewport via:
-#  @staticmethod
-#  def draw_scene_helpers( obj ):
-#
-# editor enterface, simiraliy:
-#  @staticmethod
-#  def editor_interface( layout, obj ):
-#
+class ent_path_index(Structure):
+#{
+   _fields_ = [("index",c_uint16)]
+#}
 
-# Classtype 1
-#
-#  Purpose: A rift. must target another gate, the target gate can not have more 
-#           than one target nodes of its own.
-#
-class classtype_gate(Structure):
+class vg_audio_clip(Structure):
 #{
-   _pack_ = 1
-   _fields_ = [("target",c_uint32),
-               ("dims",c_float*3)]
+   _fields_ = [("path",c_uint64),
+               ("flags",c_uint32),
+               ("size",c_uint32),
+               ("data",c_uint64)]
+#}
 
-   def encode_obj(_, node,node_def):
-   #{
-      node.classtype = 1
+class union_file_audio_clip(Union):
+#{
+   _fields_ = [("file",mdl_file),
+               ("reserved",vg_audio_clip)]
+#}
 
-      obj = node_def['obj']
+# NOTE: not really an entity. no reason for ent_ -- makes more sense as file_,
+#       but then again, too late to change because compat.
+class ent_audio_clip(Structure):
+#{
+   _fields_ = [("_anon",union_file_audio_clip),
+               ("probability",c_float)]
+#}
 
-      if obj.cv_data.target != None:
-         _.target = obj.cv_data.target.cv_data.uid
+class ent_list(Structure):
+#{
+   _fields_ = [("entity_ref_start",c_uint32),
+               ("entity_ref_count",c_uint32)]
+#}
 
-      if obj.type == 'MESH':
-      #{
-         _.dims[0] = obj.data.cv_data.v0[0]
-         _.dims[1] = obj.data.cv_data.v0[1]
-         _.dims[2] = obj.data.cv_data.v0[2]
-      #}
-      else:
-      #{
-         _.dims[0] = obj.cv_data.v0[0]
-         _.dims[1] = obj.cv_data.v0[1]
-         _.dims[2] = obj.cv_data.v0[2]
-      #}
-   #}
+# used in ent_list
+class file_entity_ref(Structure):
+#{
+   _fields_ = [("index",c_uint32)]
+#}
 
-   @staticmethod
-   def draw_scene_helpers( obj ):
-   #{
-      global cv_view_verts, cv_view_colours
+class ent_checkpoint(Structure):
+#{
+   _fields_ = [("gate_index",c_uint16),
+               ("path_start",c_uint16),
+               ("path_count",c_uint16)]
+#}
 
-      if obj.type == 'MESH':
-         dims = obj.data.cv_data.v0
-      else:
-         dims = obj.cv_data.v0
+class ent_route(Structure): 
+#{
+   _fields_ = [("transform",mdl_transform),
+               ("pstr_name",c_uint32),
+               ("checkpoints_start",c_uint16),
+               ("checkpoints_count",c_uint16),
+               ("colour",c_float*4),
+               ("active",c_uint32), #runtime
+               ("factive",c_float),
+               ("board_transform",(c_float*3)*4),
+               ("sm",mdl_submesh),
+               ("latest_pass",c_double),
+               ("id_camera",c_uint32), # v103+ 
+               ]
+
+   sr_functions = { 0: 'view' }
+#}
 
-      vs = [None]*9
-      c = Vector((0,0,dims[2]))
+class ent_list(Structure):#{
+   _fields_ = [("start",c_uint16),("count",c_uint16)]
+#}
 
-      vs[0] = obj.matrix_world @ Vector((-dims[0],0.0,-dims[1]+dims[2]))
-      vs[1] = obj.matrix_world @ Vector((-dims[0],0.0, dims[1]+dims[2]))
-      vs[2] = obj.matrix_world @ Vector(( dims[0],0.0, dims[1]+dims[2]))
-      vs[3] = obj.matrix_world @ Vector(( dims[0],0.0,-dims[1]+dims[2]))
-      vs[4] = obj.matrix_world @ (c+Vector((-1,0,-2)))
-      vs[5] = obj.matrix_world @ (c+Vector((-1,0, 2)))
-      vs[6] = obj.matrix_world @ (c+Vector(( 1,0, 2)))
-      vs[7] = obj.matrix_world @ (c+Vector((-1,0, 0)))
-      vs[8] = obj.matrix_world @ (c+Vector(( 1,0, 0)))
+class ent_glider(Structure):#{
+   _fields_ = [("transform",mdl_transform),
+               ("flags",c_uint32),
+               ("cooldown",c_float)]
+   sr_functions = { 0: 'unlock',
+                    1: 'equip' }
+#}
 
-      indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(7,8)]
+class ent_npc(Structure):#{
+   _fields_ = [("transform",mdl_transform),
+               ("id",c_uint32),
+               ("context",c_uint32),
+               ("camera",c_uint32)]
+   sr_functions = { 0: 'proximity', -1: 'leave' }
+#}
 
-      for l in indices:
-      #{
-         v0 = vs[l[0]]
-         v1 = vs[l[1]]
-         cv_view_verts += [(v0[0],v0[1],v0[2])]
-         cv_view_verts += [(v1[0],v1[1],v1[2])]
-         cv_view_colours += [(1,1,0,1),(1,1,0,1)]
-      #}
+class ent_water(Structure):
+#{
+   _fields_ = [("transform",mdl_transform),
+               ("max_dist",c_float),
+               ("reserved0",c_uint32),
+               ("reserved1",c_uint32)]
+#}
 
-      sw = (0.4,0.4,0.4,0.2)
-      if obj.cv_data.target != None:
-         cv_draw_arrow( obj.location, obj.cv_data.target.location, sw )
-   #}
+class volume_trigger(Structure):
+#{
+   _fields_ = [("event",c_uint32),
+               ("event_leave",c_int32)]
+#}
 
-   @staticmethod
-   def editor_interface( layout, obj ):
-   #{
-      layout.prop( obj.cv_data, "target" )
+class volume_particles(Structure):
+#{
+   _fields_ = [("blank",c_uint32),
+               ("blank2",c_uint32)]
+#}
 
-      mesh = obj.data
-      layout.label( text=F"(i) Data is stored in {mesh.name}" )
-      layout.prop( mesh.cv_data, "v0", text="Gate dimensions" )
-   #}
+class volume_union(Union):
+#{
+   _fields_ = [("trigger",volume_trigger),
+               ("particles",volume_particles)]
 #}
 
-# Classtype 3
-#
-#  Purpose: player can reset here, its a safe place
-#           spawns can share the same name, the closest one will be picked
-#           
-#           when the world loads it will pick the one named 'start' first.
-#
-class classtype_spawn(Structure):
+class ent_volume(Structure):
 #{
-   _pack_ = 1
-   _fields_ = [("pstr_alias",c_uint32)]
+   _fields_ = [("transform",mdl_transform),
+               ("to_world",(c_float*3)*4),
+               ("to_local",(c_float*3)*4),
+               ("type",c_uint32),
+               ("target",c_uint32),
+               ("_anon",volume_union)]
+#}
 
-   def encode_obj(_, node,node_def):
-   #{
-      node.classtype = 3
-      _.pstr_alias = encoder_process_pstr( node_def['obj'].cv_data.strp )
-   #}
+class ent_audio(Structure):
+#{
+   _fields_ = [("transform",mdl_transform),
+               ("flags",c_uint32),
+               ("clip_start",c_uint32),
+               ("clip_count",c_uint32),
+               ("volume",c_float),
+               ("crossfade",c_float),
+               ("channel_behaviour",c_uint32),
+               ("group",c_uint32),
+               ("probability_curve",c_uint32),
+               ("max_channels",c_uint32)]
+#}
 
-   @staticmethod
-   def draw_scene_helpers( obj ):
-   #{
-      global cv_view_verts, cv_view_colours
+class ent_marker(Structure):
+#{
+   _fields_ = [("transform",mdl_transform),
+               ("name",c_uint32)]
+#}
 
-      vs = [None]*4
-      vs[0] = obj.matrix_world @ Vector((0,0,0))
-      vs[1] = obj.matrix_world @ Vector((0,2,0))
-      vs[2] = obj.matrix_world @ Vector((0.5,1,0))
-      vs[3] = obj.matrix_world @ Vector((-0.5,1,0))
-      indices = [(0,1),(1,2),(1,3)]
+class ent_glyph(Structure):
+#{
+   _fields_ = [("size",c_float*2),
+               ("indice_start",c_uint32),
+               ("indice_count",c_uint32)]
+#}
 
-      for l in indices:
-      #{
-         v0 = vs[l[0]]
-         v1 = vs[l[1]]
-         
-         cv_view_verts += [(v0[0],v0[1],v0[2])]
-         cv_view_verts += [(v1[0],v1[1],v1[2])]
-         cv_view_colours += [(0,1,1,1),(0,1,1,1)]
-      #}
+class ent_font_variant(Structure):
+#{
+   _fields_ = [("name",c_uint32),
+               ("material_id",c_uint32)]
+#}
 
-      cv_draw_sphere( obj.location, 20.0, [0.1,0,0.9,0.4] )
-   #}
+class ent_font(Structure):
+#{
+   _fields_ = [("alias",c_uint32),
+               ("variant_start",c_uint32),
+               ("variant_count",c_uint32),
+               ("glyph_start",c_uint32),
+               ("glyph_count",c_uint32),
+               ("glyph_utf32_base",c_uint32)]
+#}
 
-   @staticmethod
-   def editor_interface( layout, obj ):
-   #{
-      layout.prop( obj.cv_data, "strp", text="Alias" )
-   #}
+class ent_traffic(Structure):
+#{
+   _fields_ = [("transform",mdl_transform),
+               ("submesh_start",c_uint32),
+               ("submesh_count",c_uint32),
+               ("start_node",c_uint32),
+               ("node_count",c_uint32),
+               ("speed",c_float),
+               ("t",c_float),
+               ("index",c_uint32)]
 #}
 
-# Classtype 4
-#
-#  Purpose: Tells the game to draw water HERE, at this entity. 
-#
-class classtype_water(Structure):
+# Skateshop
+# ---------------------------------------------------------------
+class ent_skateshop_characters(Structure):
 #{
-   _pack_ = 1
-   _fields_ = [("temp",c_uint32)]
+   _fields_ = [("id_display",c_uint32),
+               ("id_info",c_uint32)]
+#}
+class ent_skateshop_boards(Structure):
+#{
+   _fields_ = [("id_display",c_uint32),
+               ("id_info",c_uint32),
+               ("id_rack",c_uint32)]
+#}  
+class ent_skateshop_worlds(Structure):
+#{
+   _fields_ = [("id_display",c_uint32),
+               ("id_info",c_uint32)]
+#}
+class ent_skateshop_server(Structure):
+#{
+   _fields_ = [("id_lever",c_uint32)]
+#}
+class ent_skateshop_anon_union(Union):
+#{
+   _fields_ = [("boards",ent_skateshop_boards),
+               ("character",ent_skateshop_characters),
+               ("worlds",ent_skateshop_worlds),
+               ("server",ent_skateshop_server)]
+#}
+class ent_skateshop(Structure):
+#{
+   _fields_ = [("transform",mdl_transform), ("type",c_uint32),
+               ("id_camera",c_uint32), 
+               ("_anonymous_union",ent_skateshop_anon_union)]
 
-   def encode_obj(_, node,node_def):
-   #{
-      node.classtype = 4
-      # no data, spooky
-   #}
+   sr_functions = { 0: 'trigger' }
 #}
 
-# Classtype 8
-#
-#  Purpose: Defines a route node and links to up to two more nodes
-#
-class classtype_route_node(Structure):
+class ent_swspreview(Structure):
 #{
-   _pack_ = 1
-   _fields_ = [("target",c_uint32),
-               ("target1",c_uint32)]
+   _fields_ = [("id_camera",c_uint32),
+               ("id_display",c_uint32),
+               ("id_display1",c_uint32)]
+#}
 
-   def encode_obj(_, node,node_def):
-   #{
-      node.classtype = 8
-      obj = node_def['obj']
+# Menu
+# -----------------------------------------------------------------
+class ent_menuitem_visual(Structure):
+#{
+   _fields_ = [("pstr_name",c_uint32)]
+#}
+class ent_menuitem_slider(Structure):
+#{
+   _fields_ = [("id_min",c_uint32),
+               ("id_max",c_uint32),
+               ("id_handle",c_uint32),
+               ("pstr_data",c_uint32)]
+#}
+class ent_menuitem_button(Structure):
+#{
+   _fields_ = [("pstr",c_uint32),
+               ("stack_behaviour",c_uint32)]
+#}
+class ent_menuitem_checkmark(Structure):
+#{
+   _fields_ = [("id_check",c_uint32),
+               ("pstr_data",c_uint32),
+               ("offset",c_float*3)]
+#}
+class ent_menuitem_page(Structure):
+#{
+   _fields_ = [("pstr_name",c_uint32),
+               ("id_entrypoint",c_uint32),
+               ("id_viewpoint",c_uint32)]
+#}
+class ent_menuitem_binding(Structure):
+#{
+   _fields_ = [("pstr_bind",c_uint32),
+               ("font_variant",c_uint32)]
+#}
+class ent_menuitem_anon_union(Union):
+#{
+   _fields_ = [("slider",ent_menuitem_slider),
+               ("button",ent_menuitem_button),
+               ("checkmark",ent_menuitem_checkmark),
+               ("page",ent_menuitem_page),
+               ("visual",ent_menuitem_visual),
+               ("binding",ent_menuitem_binding)]
+#}
+class ent_menuitem(Structure):
+#{
+   _fields_ = [("type",c_uint32), ("groups",c_uint32),
+               ("id_links",c_uint32*4), 
+               ("factive",c_float), ("fvisible",c_float),
+               #-- TODO: Refactor this into a simple mesh structure
+               ("transform",mdl_transform),
+               ("submesh_start",c_uint32),("submesh_count",c_uint32),
+               ("_u64",c_uint64),
+               #-- end
+               ("_anonymous_union", ent_menuitem_anon_union)]
+#}
 
-      if obj.cv_data.target != None:
-         _.target = obj.cv_data.target.cv_data.uid
-      if obj.cv_data.target1 != None: 
-         _.target1 = obj.cv_data.target1.cv_data.uid
-   #}
+class ent_camera(Structure):
+#{
+   _fields_ = [("transform",mdl_transform),
+               ("fov",c_float)]
+#}
 
-   @staticmethod
-   def draw_scene_helpers( obj ):
-   #{
-      global cv_view_verts, cv_view_colours
+class ent_worldinfo(Structure):
+#{
+   _fields_ = [("pstr_name",c_uint32),
+               ("pstr_author",c_uint32),    # unused
+               ("pstr_desc",c_uint32),      # unused
+               ("timezone",c_float),
+               ("pstr_skybox",c_uint32),
+               ("flags",c_uint32)]
+#}
 
-      sw = Vector((0.4,0.4,0.4,0.2))
-      sw2 = Vector((1.5,0.2,0.2,0.0))
-      if obj.cv_data.target != None:
-         cv_draw_bpath( obj, obj.cv_data.target, sw, sw )
-      if obj.cv_data.target1 != None:
-         cv_draw_bpath( obj, obj.cv_data.target1, sw, sw )
+class ent_ccmd(Structure):
+#{
+   _fields_ = [("pstr_command",c_uint32)]
+#}
 
-      cv_draw_bhandle( obj,  1.0, (0.8,0.8,0.8,1.0) )
-      cv_draw_bhandle( obj, -1.0, (0.4,0.4,0.4,1.0) )
+class ent_objective(Structure):#{
+   _fields_ = [("transform",mdl_transform),
+               ("submesh_start",c_uint32), ("submesh_count",c_uint32),
+               ("flags",c_uint32),
+               ("id_next",c_uint32),
+               ("filter",c_uint32),("filter2",c_uint32),
+               ("id_win",c_uint32),
+               ("win_event",c_int32),
+               ("time_limit",c_float)]
+
+   sr_functions = { 0: 'trigger',
+                    2: 'show',
+                    3: 'hide' }
+#}
 
-      p1 = obj.location+ \
-            obj.matrix_world.to_quaternion() @ Vector((0,0,-6+1.5))
-      cv_draw_arrow( obj.location, p1, sw )
-   #}
+class ent_challenge(Structure):#{
+   _fields_ = [("transform",mdl_transform),
+               ("pstr_alias",c_uint32),
+               ("flags",c_uint32),
+               ("target",c_uint32),
+               ("target_event",c_int32),
+               ("reset",c_uint32),
+               ("reset_event",c_int32),
+               ("first",c_uint32),
+               ("camera",c_uint32),
+               ("status",c_uint32)] #runtime
+   sr_functions = { 0: 'unlock',
+                    1: 'view/reset' }
+#}
 
-   @staticmethod
-   def editor_interface( layout, obj ):
-   #{
-      layout.prop( obj.cv_data, "target", text="Left" )
-      layout.prop( obj.cv_data, "target1", text="Right" )
-   #}
+class ent_region(Structure):#{
+   _fields_ = [("transform",mdl_transform),
+               ("submesh_start",c_uint32), ("submesh_count",c_uint32),
+               ("pstr_title",c_uint32),
+               ("flags",c_uint32),
+               ("zone_volume",c_uint32),
+               #105+
+               ("target0",c_uint32*2)]
+   sr_functions = { 0: 'enter', 1: 'leave' }
 #}
 
-# Classtype 9
-#
-#  Purpose: Defines a route, its 'starting' point, and the colour to use for it
-#
-class classtype_route(Structure):
-#{
-   _pack_ = 1
-   _fields_ = [("id_start",c_uint32),
-               ("pstr_name",c_uint32),
-               ("colour",c_float*3)]
+class ent_relay(Structure):#{
+   _fields_ = [("targets",(c_uint32*2)*4),
+               ("targets_events",c_int32*4)]
+   sr_functions = { 0: 'trigger' }
+#}
 
-   def encode_obj(_, node,node_def):
-   #{
-      node.classtype = 9
-      obj = node_def['obj']
+class ent_cubemap(Structure):#{
+   _fields_ = [("co",c_float*3),
+               ("resolution",c_uint32), #placeholder
+               ("live",c_uint32),       #placeholder
+               ("texture_id",c_uint32), #engine
+               ("framebuffer_id",c_uint32),#engine
+               ("renderbuffer_id",c_uint32),#engine
+               ("placeholder",c_uint32*2)]
+#}
 
-      _.colour[0] = obj.cv_data.colour[0]
-      _.colour[1] = obj.cv_data.colour[1]
-      _.colour[2] = obj.cv_data.colour[2]
-      _.pstr_name = encoder_process_pstr( obj.cv_data.strp )
+print( sizeof(ent_cubemap) )
 
-      if obj.cv_data.target != None: 
-         _.id_start = obj.cv_data.target.cv_data.uid
-   #}
+class ent_miniworld(Structure):#{
+   _fields_ = [("transform",mdl_transform),
+               ("pstr_world",c_uint32),
+               ("camera",c_uint32),
+               ("proxy",c_uint32)]
 
-   @staticmethod
-   def draw_scene_helpers( obj ):
-   #{
-      global cv_view_verts, cv_view_colours, cv_view_course_i
+   sr_functions = { 0: 'zone', 1: 'leave' }
+#}
 
-      if obj.cv_data.target:
-         cv_draw_arrow( obj.location, obj.cv_data.target.location, [1,1,1,1] )
-      
-      # Tries to simulate how we do it in the game
-      #
-      stack = [None]*64
-      stack_i = [0]*64
-      stack[0] = obj.cv_data.target
-      si = 1
-      loop_complete = False
+class ent_prop(Structure):#{
+   _fields_ = [("transform",mdl_transform),
+               ("submesh_start",c_uint32),
+               ("submesh_count",c_uint32),
+               ("flags",c_uint32),
+               ("pstr_alias",c_uint32)]
+#}
 
-      while si > 0:
-      #{
-         if stack_i[si-1] == 2:
-         #{
-            si -= 1
-            continue
+def obj_ent_type( obj ):
+#{
+   if obj.type == 'ARMATURE': return 'mdl_armature'
+   elif obj.type == 'LIGHT': return 'ent_light'
+   elif obj.type == 'CAMERA': return 'ent_camera'
+   elif obj.type == 'LIGHT_PROBE' and obj.data.type == 'CUBEMAP':
+      return 'ent_cubemap'
+   else: return obj.SR_data.ent_type
+#}
+
+def sr_filter_ent_type( obj, ent_types ):
+#{
+   if obj == bpy.context.active_object: return False
 
-            if si == 0: # Loop failed to complete
-               break
+   for c0 in obj.users_collection:#{
+      for c1 in bpy.context.active_object.users_collection:#{
+         if c0 == c1:#{
+            return  obj_ent_type( obj ) in ent_types
          #}
+      #}
+   #}
 
-         node = stack[si-1]
+   return False
+#}
 
-         targets = [None,None]
-         targets[0] = node.cv_data.target
+def v4_dot( a, b ):#{
+   return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*b[3]
+#}
 
-         if node.cv_data.classtype == 'classtype_route_node':
-         #{
-            targets[1] = node.cv_data.target1
-         #}
-         
-         nextnode = targets[stack_i[si-1]]
-         stack_i[si-1] += 1
-
-         if nextnode != None: # branch
-         #{
-            if nextnode == stack[0]: # Loop completed
-            #{
-               loop_complete = True
-               break
-            #}
-
-            valid=True
-            for sj in range(si):
-            #{
-               if stack[sj] == nextnode: # invalidated path
-               #{
-                  valid=False
-                  break
-               #}
-            #}
-
-            if valid:
-            #{
-               stack_i[si] = 0
-               stack[si] = nextnode
-               si += 1
-               continue
-            #}
-         #}
-      #}
-
-      if loop_complete:
-      #{
-         cc = Vector((obj.cv_data.colour[0],\
-                      obj.cv_data.colour[1],\
-                      obj.cv_data.colour[2],\
-                      1.0))
-
-         for sj in range(si):
-         #{
-            sk = (sj+1)%si
-
-            if stack[sj].cv_data.classtype == 'classtype_gate' and \
-               stack[sk].cv_data.classtype == 'classtype_gate':
-            #{
-               dist = (stack[sj].location-stack[sk].location).magnitude
-               cv_draw_sbpath( stack[sj], stack[sk], cc*0.4, cc, dist, dist )
-            #}
-            else:
-               cv_draw_bpath( stack[sj], stack[sk], cc, cc )
-         #}
-
-         cv_view_course_i += 1
-      #}
-   #}
-
-   @staticmethod
-   def editor_interface( layout, obj ):
-   #{
-      layout.prop( obj.cv_data, "target", text="'Start' from" )
-      layout.prop( obj.cv_data, "colour" )
-      layout.prop( obj.cv_data, "strp", text="Name" )
-   #}
-#}
-
-# Classtype 12
-#
-#  Purpose: links an mesh node to a type 11
-#
-class classtype_skin(Structure):
-#{
-   _pack_ = 1
-   _fields_ = [("skeleton",c_uint32)]
-
-   def encode_obj(_, node,node_def):
-   #{
-      node.classtype = 12
-      
-      armature_def = node_def['linked_armature']
-      _.skeleton = armature_def['obj'].cv_data.uid
-   #}
-#}
-
-# Classtype 11
-#
-#  Purpose: defines the allocation requirements for a skeleton
-#
-class classtype_skeleton(Structure):
-#{
-   _pack_ = 1
-   _fields_ = [("channels",c_uint32),
-               ("ik_count",c_uint32),
-               ("collider_count",c_uint32),
-               ("anim_start",c_uint32),
-               ("anim_count",c_uint32)]
-
-   def encode_obj(_, node,node_def):
-   #{
-      node.classtype = 11
-      
-      _.channels        = len( node_def['bones'] )
-      _.ik_count        = node_def['ik_count']
-      _.collider_count  = node_def['collider_count']
-      _.anim_start      = node_def['anim_start']
-      _.anim_count      = node_def['anim_count']
-   #}
-#}
-
-
-# Classtype 10
-#
-#  Purpose: intrinsic bone type, stores collision information and limits too
-#
-class classtype_bone(Structure):
-#{
-   _pack_ = 1
-   _fields_ = [("deform",c_uint32),
-               ("ik_target",c_uint32),
-               ("ik_pole",c_uint32),
-               ("collider",c_uint32),
-               ("use_limits",c_uint32),
-               ("angle_limits",(c_float*3)*2),
-               ("hitbox",(c_float*3)*2)]
-
-   def encode_obj(_, node,node_def):
-   #{
-      node.classtype = 10
-
-      armature_def = node_def['linked_armature']
-      obj = node_def['bone']
-      
-      _.deform = node_def['deform']
-      
-      if 'ik_target' in node_def:
-      #{
-         _.ik_target = armature_def['bones'].index( node_def['ik_target'] )
-         _.ik_pole   = armature_def['bones'].index( node_def['ik_pole'] )
-      #}
-      
-      # For ragdolls
-      #
-      if obj.cv_data.collider:
-      #{
-         _.collider = 1
-         _.hitbox[0][0] =  obj.cv_data.v0[0]
-         _.hitbox[0][1] =  obj.cv_data.v0[2]
-         _.hitbox[0][2] = -obj.cv_data.v1[1]
-         _.hitbox[1][0] =  obj.cv_data.v1[0]
-         _.hitbox[1][1] =  obj.cv_data.v1[2]
-         _.hitbox[1][2] = -obj.cv_data.v0[1]
-      #}
-
-      if obj.cv_data.con0:
-      #{
-         _.use_limits = 1 
-         _.angle_limits[0][0] =  obj.cv_data.mins[0]
-         _.angle_limits[0][1] =  obj.cv_data.mins[2]
-         _.angle_limits[0][2] = -obj.cv_data.maxs[1]
-         _.angle_limits[1][0] =  obj.cv_data.maxs[0]
-         _.angle_limits[1][1] =  obj.cv_data.maxs[2]
-         _.angle_limits[1][2] = -obj.cv_data.mins[1]
-      #}
-   #}
-#}
-
-# Classtype 100
-#
-#  Purpose: sends a signal to another entity
-#
-class classtype_trigger(Structure):
-#{
-   _pack_ = 1
-   _fields_ = [("target",c_uint32)]
-
-   def encode_obj(_, node,node_def ):
-   #{
-      node.classtype = 100
-      if node_def['obj'].cv_data.target:
-         _.target = node_def['obj'].cv_data.target.cv_data.uid
-   #}
-
-   @staticmethod
-   def draw_scene_helpers( obj ):
-   #{
-      global cv_view_verts, cv_view_colours
-      cv_draw_ucube( obj.matrix_world, [0,1,0,1] )
-
-      if obj.cv_data.target:
-         cv_draw_arrow( obj.location, obj.cv_data.target.location, [1,1,1,1] )
-   #}
-
-   @staticmethod
-   def editor_interface( layout, obj ):
-   #{
-      layout.prop( obj.cv_data, "target", text="Triggers" )
-   #}
-#}
-
-# Classtype 101
-# 
-#  Purpose: Gives the player an achievement.
-#           No cheating! You shouldn't use this entity anyway, since only ME can
-#           add achievements to the steam ;)
-#
-class classtype_logic_achievement(Structure):
-#{
-   _pack_ = 1
-   _fields_ = [("pstr_name",c_uint32)]
-
-   def encode_obj(_, node,node_def ):
-   #{
-      node.classtype = 101
-      _.pstr_name = encoder_process_pstr( node_def['obj'].cv_data.strp )
-   #}
-
-   @staticmethod
-   def editor_interface( layout, obj ):
-   #{
-      layout.prop( obj.cv_data, "strp", text="Achievement ID" )
-   #}
+def q_identity( q ):#{
+   q[0] = 0.0
+   q[1] = 0.0
+   q[2] = 0.0
+   q[3] = 1.0
 #}
 
-# Classtype 102
-#
-#  Purpose: sends a signal to another entity
-#
-class classtype_logic_relay(Structure):
-#{
-   _pack_ = 1
-   _fields_ = [("targets",c_uint32*4)]
-
-   def encode_obj(_, node,node_def ):
-   #{
-      node.classtype = 102
-      obj = node_def['obj']
-      if obj.cv_data.target:
-         _.targets[0] = obj.cv_data.target.cv_data.uid
-      if obj.cv_data.target1:
-         _.targets[1] = obj.cv_data.target1.cv_data.uid
-      if obj.cv_data.target2:
-         _.targets[2] = obj.cv_data.target2.cv_data.uid
-      if obj.cv_data.target3:
-         _.targets[3] = obj.cv_data.target3.cv_data.uid
-   #}
-
-   @staticmethod
-   def draw_scene_helpers( obj ):
-   #{
-      global cv_view_verts, cv_view_colours
-
-      if obj.cv_data.target:
-         cv_draw_arrow( obj.location, obj.cv_data.target.location, [1,1,1,1] )
-      if obj.cv_data.target1:
-         cv_draw_arrow( obj.location, obj.cv_data.target1.location, [1,1,1,1] )
-      if obj.cv_data.target2:
-         cv_draw_arrow( obj.location, obj.cv_data.target2.location, [1,1,1,1] )
-      if obj.cv_data.target3:
-         cv_draw_arrow( obj.location, obj.cv_data.target3.location, [1,1,1,1] )
+def q_normalize( q ):#{
+   l2 = v4_dot(q,q)
+   if( l2 < 0.00001 ):#{
+      q_identity( q )
    #}
-
-   @staticmethod
-   def editor_interface( layout, obj ):
-   #{
-      layout.prop( obj.cv_data, "target", text="Triggers" )
-      layout.prop( obj.cv_data, "target1", text="Triggers" )
-      layout.prop( obj.cv_data, "target2", text="Triggers" )
-      layout.prop( obj.cv_data, "target3", text="Triggers" )
+   else:#{
+      s = 1.0/math.sqrt(l2)
+      q[0] *= s
+      q[1] *= s
+      q[2] *= s
+      q[3] *= s
    #}
 #}
 
-# Classtype 14
-#
-#  Purpose: Plays some audio (44100hz .ogg vorbis only)
-#           NOTE: There is a 32mb limit on the audio buffer, world audio is
-#                 decompressed and stored in signed 16 bit integers (2 bytes)
-#                 per sample.
-#
-#   volume: not used if has 3D flag
-#    flags: 
-#           AUDIO_FLAG_LOOP        0x1
-#           AUDIO_FLAG_ONESHOT     0x2  (DONT USE THIS, it breaks semaphores)
-#           AUDIO_FLAG_SPACIAL_3D  0x4  (Probably what you want)
-#           AUDIO_FLAG_AUTO_START  0x8  (Play when the world starts)
-#           ......
-#           the rest are just internal flags, only use the above 3.
-#
-class classtype_audio(Structure):
+def compile_obj_transform( obj, transform ):
 #{
-   _pack_ = 1
-   _fields_ = [("pstr_file",c_uint32),
-               ("flags",c_uint32),
-               ("volume",c_float)]
-
-   def encode_obj(_, node,node_def ):
-   #{
-      node.classtype = 14
-
-      obj = node_def['obj']
-
-      _.pstr_file = encoder_process_pstr( obj.cv_data.strp )
-
-      flags = 0x00
-      if obj.cv_data.bp0: flags |= 0x1
-      if obj.cv_data.bp1: flags |= 0x4
-      if obj.cv_data.bp2: flags |= 0x8
+   co = obj.matrix_world @ Vector((0,0,0))
 
-      _.flags = flags
-      _.volume = obj.cv_data.fltp
-   #}
+   # This was changed from matrix_local on 09.05.23
+   q = obj.matrix_world.to_quaternion() 
+   s = obj.scale
+   q_normalize( q )
    
-   @staticmethod
-   def editor_interface( layout, obj ):
-   #{
-      layout.prop( obj.cv_data, "strp" )
-
-      layout.prop( obj.cv_data, "bp0", text = "Looping" )
-      layout.prop( obj.cv_data, "bp1", text = "3D Audio" )
-      layout.prop( obj.cv_data, "bp2", text = "Auto Start" )
-   #}
-
-   @staticmethod
-   def draw_scene_helpers( obj ):
-   #{
-      global cv_view_verts, cv_view_colours
-
-      cv_draw_sphere( obj.location, obj.scale[0], [1,1,0,1] )
-   #}
-#}
-
-class classtype_spawn_link(Structure):
-#{
-   _pack_ = 1
-   _fields_ = [("connections",c_uint32*4)]
-
-   def encode_obj(_, node,node_def ):
-   #{
-      node.classtype = 0
-   #}
-
-   @staticmethod
-   def editor_interface( layout, obj ):
-   #{
-      pass
-   #}
-
-   @staticmethod
-   def draw_scene_helpers( obj ):
-   #{
-      global cv_view_verts, cv_view_colours
-
-      count = 0
-
-      for obj1 in bpy.context.collection.objects:
-      #{
-         if (obj1.cv_data.classtype != 'classtype_spawn_link') and \
-            (obj1.cv_data.classtype != 'classtype_spawn') :
-            continue
-
-         if (obj1.location - obj.location).length < 40.0:
-         #{
-            cv_draw_line( obj.location, obj1.location, [1,1,1,1] )
-            count +=1
-         #}
-
-         if count == 4:
-            break
-      #}
-      
-      cv_draw_sphere( obj.location, 20.0, [0.5,0,0.2,0.4] )
-   #}
-#}
-
-# ---------------------------------------------------------------------------- #
-#                                                                              #
-#                                Compiler section                              #
-#                                                                              #
-# ---------------------------------------------------------------------------- #
-
-# Current encoder state
-#
-g_encoder = None
-
-# Reset encoder
-#
-def encoder_init( collection ):
-#{
-   global g_encoder
-
-   g_encoder = \
-   {
-      # The actual file header
-      #
-      'header': mdl_header(),
-
-      # Options
-      #
-      'pack_textures': collection.cv_data.pack_textures,
-
-      # Compiled data chunks (each can be read optionally by the client)
-      #
-      'data':
-      {
-         #1---------------------------------
-         'node': [],      # Metadata 'chunk'
-         'submesh': [],
-         'material': [],
-         'texture': [],
-         'anim': [],
-         'entdata': bytearray(), # variable width
-         'strings': bytearray(), # .
-         #2---------------------------------
-         'keyframe': [],  # Animations
-         #3---------------------------------
-         'vertex': [],    # Mesh data
-         'indice': [],
-         #4---------------------------------
-         'pack': bytearray()  # Other generic packed data
-      },
-
-      # All objects of the model in their final heirachy
-      #
-      "uid_count": 1,
-      "scene_graph":{},
-      "graph_lookup":{},
-      
-      # Allows us to reuse definitions
-      #
-      'string_cache':{},
-      'mesh_cache': {},
-      'material_cache': {},
-      'texture_cache': {}
-   }
-
-   g_encoder['header'].identifier = 0xABCD0000
-   g_encoder['header'].version = 1
-
-   # Add fake NoneID material and texture
+   # Setup transform
    #
-   none_material = mdl_material()
-   none_material.pstr_name = encoder_process_pstr( "" )
-   none_material.texture_id = 0
-
-   none_texture = mdl_texture()
-   none_texture.pstr_name = encoder_process_pstr( "" )
-   none_texture.pack_offset = 0
-   none_texture.pack_length = 0
-   
-   g_encoder['data']['material'] += [none_material]
-   g_encoder['data']['texture']  += [none_texture]
-
-   g_encoder['data']['pack'].extend( b'datapack\0\0\0\0\0\0\0\0' )
+   transform.co[0] =  co[0]
+   transform.co[1] =  co[2]
+   transform.co[2] = -co[1]
+   transform.q[0] =  q[1]
+   transform.q[1] =  q[3]
+   transform.q[2] = -q[2]
+   transform.q[3] =  q[0]
+   transform.s[0] = s[0]
+   transform.s[1] = s[2]
+   transform.s[2] = s[1]
+#}
 
-   # Add root node
-   #
-   root = mdl_node()
-   root.co[0] = 0
-   root.co[1] = 0
-   root.co[2] = 0
-   root.q[0] = 0
-   root.q[1] = 0
-   root.q[2] = 0
-   root.q[3] = 1
-   root.s[0] = 1
-   root.s[1] = 1
-   root.s[2] = 1
-   root.pstr_name = encoder_process_pstr('')
-   root.submesh_start = 0
-   root.submesh_count = 0
-   root.offset = 0
-   root.classtype = 0
-   root.parent = 0xffffffff
-
-   g_encoder['data']['node'] += [root]
-#}
-
-
-# fill with 0x00 until a multiple of align. Returns how many bytes it added
-#
-def bytearray_align_to( buffer, align, offset=0 ):
+def int_align_to( v, align ):
 #{
-   count = 0
-
-   while ((len(buffer)+offset) % align) != 0:
-   #{
-      buffer.extend( b'\0' )
-      count += 1
-   #}
-
-   return count
+   while(v%align)!=0: v += 1
+   return v
 #}
 
-# Add a string to the string buffer except if it already exists there then we
-# just return its ID.
-#
-def encoder_process_pstr( s ):
+def bytearray_align_to( buffer, align, w=b'\xaa' ):
 #{
-   global g_encoder
-
-   cache = g_encoder['string_cache']
-
-   if s in cache:
-      return cache[s]
-   
-   cache[s] = len( g_encoder['data']['strings'] )
-
-   buffer = g_encoder['data']['strings']
-   buffer.extend( s.encode('utf-8') )
-   buffer.extend( b'\0' )
-   
-   bytearray_align_to( buffer, 4 )
-   return cache[s]
+   while (len(buffer) % align) != 0: buffer.extend(w)
+   return buffer
 #}
 
-def get_texture_resource_name( img ):
+def bytearray_print_hex( s, w=16 ):
 #{
-   return os.path.splitext( img.name )[0]
+   for r in range((len(s)+(w-1))//w):#{
+      i0=(r+0)*w
+      i1=min((r+1)*w,len(s))
+      print( F'{r*w:06x}| \x1B[31m', end='')
+      print( F"{' '.join('{:02x}'.format(x) for x in s[i0:i1]):<48}",end='' )
+      print( "\x1B[0m", end='')
+      print( ''.join(chr(x) if (x>=33 and x<=126) else '.' for x in s[i0:i1] ) )
+   #}
 #}
 
-# Pack a texture
-#
-def encoder_process_texture( img ):
+def sr_compile_string( s ):
 #{
-   global g_encoder
-
-   if img == None:
-      return 0
-
-   cache = g_encoder['texture_cache']
-   buffer = g_encoder['data']['texture']
-   pack = g_encoder['data']['pack']
-
-   name = get_texture_resource_name( img )
-
-   if name in cache:
-      return cache[name]
+   if s in sr_compile.string_cache: return sr_compile.string_cache[s]
    
-   cache[name] = len( buffer )
-   
-   tex = mdl_texture()
-   tex.pstr_name = encoder_process_pstr( name )
-
-   if g_encoder['pack_textures']:
-   #{
-      tex.pack_offset = len( pack )
-      pack.extend( qoi_encode( img ) )
-      tex.pack_length = len( pack ) - tex.pack_offset
-   #}
-   else:
-      tex.pack_offset = 0
-
-   buffer += [ tex ]
-   return cache[name]
+   index = len( sr_compile.string_data )
+   sr_compile.string_cache[s] = index
+   sr_compile.string_data.extend( c_uint32(hash_djb2(s)) )
+   sr_compile.string_data.extend( s.encode('utf-8') )
+   sr_compile.string_data.extend( b'\0' )
+
+   bytearray_align_to( sr_compile.string_data, 4 )
+   return index
 #}
 
 def material_tex_image(v):
@@ -1009,8 +736,8 @@ cxr_graph_mapping = \
          },
          "Mix":
          {
-            "Color1": material_tex_image("tex_diffuse"),
-            "Color2": material_tex_image("tex_decal")
+            "A": material_tex_image("tex_diffuse"),
+            "B": material_tex_image("tex_decal")
          },
       },
       "Normal":
@@ -1020,6 +747,10 @@ cxr_graph_mapping = \
             "Color": material_tex_image("tex_normal")
          }
       }
+   },
+   "Emission":
+   {
+      "Color": material_tex_image("tex_diffuse")
    }
 }
 
@@ -1029,70 +760,66 @@ def material_info(mat):
 #{
    info = {}
 
-   # Using the cv_graph_mapping as a reference, go through the shader
+   # Using the cxr_graph_mapping as a reference, go through the shader
    # graph and gather all $props from it.
    #
-   def _graph_read( node_def, node=None, depth=0 ):
-   #{
+   def _graph_read( node_def, node=None, depth=0 ):#{
       nonlocal mat
       nonlocal info
       
       # Find rootnodes
       #
-      if node == None:
-      #{
+      if node == None:#{
          _graph_read.extracted = []
 
-         for node_idname in node_def:
-         #{
-            for n in mat.node_tree.nodes:
-            #{
-               if n.name == node_idname:
-               #{
+         done = False
+         for node_idname in node_def:#{
+            for n in mat.node_tree.nodes:#{
+               if n.name == node_idname:#{
                   node_def = node_def[node_idname]
                   node = n
+                  done = True
                   break
                #}
             #}
+            if done: break
          #}
       #}
 
-      for link in node_def:
-      #{
+      for link in node_def:#{
          link_def = node_def[link]
 
-         if isinstance( link_def, dict ):
-         #{
-            node_link = node.inputs[link]
+         if isinstance( link_def, dict ):#{
+            node_link = None
+            for x in node.inputs:#{
+               if isinstance( x, bpy.types.NodeSocketColor ):#{
+                  if link == x.name:#{
+                     node_link = x
+                     break
+                  #}
+               #}
+            #}
 
-            if node_link.is_linked:
-            #{
+            if node_link and node_link.is_linked:#{
                # look for definitions for the connected node type
                #
                from_node = node_link.links[0].from_node
                
                node_name = from_node.name.split('.')[0]
-               if node_name in link_def:
-               #{
+               if node_name in link_def:#{
                   from_node_def = link_def[ node_name ]
 
                   _graph_read( from_node_def, from_node, depth+1 )
                #}
-               
-               # No definition! :(
-               #  TODO: Make a warning for this?
             #}
-            else:
-            #{
-               if "default" in link_def:
-               #{
+            else:#{
+               if "default" in link_def:#{
                   prop = link_def['default']
                   info[prop] = node_link.default_value
                #}
             #}
          #}
-         else:
-         #{
+         else:#{
             prop = link_def
             info[prop] = getattr( node, link )
          #}
@@ -1103,312 +830,193 @@ def material_info(mat):
    return info
 #}
 
-# Add a material to the material buffer. Returns 0 (None ID) if invalid
-#
-def encoder_process_material( mat ):
+def vg_str_bin( s ):
+#{
+   decoded = bytearray()
+   for i in range(len(s)//2):#{
+      c  = (ord(s[i*2+0])-0x41)
+      c |= (ord(s[i*2+1])-0x41)<<4
+      decoded.extend(bytearray(c_uint8(c))) #??
+   #}
+   return decoded
+#}
+
+def sr_pack_file( file, path, data ):
 #{
-   global g_encoder
+   file.path = sr_compile_string( path )
+   file.pack_offset = len( sr_compile.pack_data )
+   file.pack_size = len( data )
 
-   if mat == None:
+   sr_compile.pack_data.extend( data )
+   bytearray_align_to( sr_compile.pack_data, 16 )
+#}
+
+def sr_compile_texture( img ):
+#{
+   if img == None:
       return 0
 
-   cache = g_encoder['material_cache']
-   buffer = g_encoder['data']['material']
+   name = os.path.splitext( img.name )[0]
+
+   if name in sr_compile.texture_cache:
+      return sr_compile.texture_cache[name]
+
+   texture_index = (len(sr_compile.texture_data)//sizeof(mdl_texture)) +1
+
+   tex = mdl_texture()
+   tex.glname = 0
+
+   if sr_compile.pack_textures:#{
+      filedata = qoi_encode( img )
+      sr_pack_file( tex.file, name, filedata )
+   #}
+
+   sr_compile.texture_cache[name] = texture_index
+   sr_compile.texture_data.extend( bytearray(tex) )
+   return texture_index
+#}
 
-   if mat.name in cache:
-      return cache[mat.name]
+def sr_compile_material( mat ):#{
+   if mat == None: 
+      return 0
+   if mat.name in sr_compile.material_cache: 
+      return sr_compile.material_cache[mat.name]
 
-   cache[mat.name] = len( buffer )
+   index = (len(sr_compile.material_data)//sizeof(mdl_material))+1
+   sr_compile.material_cache[mat.name] = index
 
-   dest = mdl_material()
-   dest.pstr_name = encoder_process_pstr( mat.name )
+   m = mdl_material()
+   m.pstr_name = sr_compile_string( mat.name )
    
    flags = 0x00
-   if mat.cv_data.collision: 
-      flags |= 0x2
-      if mat.cv_data.skate_surface: flags |= 0x1
-      if mat.cv_data.grind_surface: flags |= (0x8|0x1)
+   if mat.SR_data.collision:#{
+      flags |= 0x2 # collision flag
+      if (mat.SR_data.shader != 'invisible') and \
+         (mat.SR_data.shader != 'boundary'):#{
+         if mat.SR_data.skate_surface: flags |= 0x1
+         if mat.SR_data.grow_grass: flags |= 0x4
+         if mat.SR_data.grind_surface: flags |= 0x8
+         if mat.SR_data.preview_visibile: flags |= 0x40
+      #}
+      if mat.SR_data.shader == 'invisible': flags |= 0x10
+      if mat.SR_data.shader == 'boundary': flags |= (0x10|0x20)
+      if mat.SR_data.shader == 'walking': flags |= (0x10|0x80)
+   #}
 
-   if mat.cv_data.grow_grass: flags |= 0x4
-   dest.flags = flags
+   m.flags = flags
 
-   if mat.cv_data.surface_prop == 'concrete': dest.surface_prop = 0
-   if mat.cv_data.surface_prop == 'wood': dest.surface_prop = 1
-   if mat.cv_data.surface_prop == 'grass': dest.surface_prop = 2
+   m.surface_prop = int(mat.SR_data.surface_prop)
+   inf = material_info( mat )
 
-   if mat.cv_data.shader == 'standard': dest.shader = 0
-   if mat.cv_data.shader == 'standard_cutout': dest.shader = 1
-   if mat.cv_data.shader == 'terrain_blend': 
-   #{
-      dest.shader = 2
+   if mat.SR_data.shader == 'standard': m.shader = 0
+   if mat.SR_data.shader == 'standard_cutout': m.shader = 1
+   if mat.SR_data.shader == 'foliage': m.shader = 10
+   if mat.SR_data.shader == 'terrain_blend':#{
+      m.shader = 2
 
-      dest.colour[0] = pow( mat.cv_data.sand_colour[0], 1.0/2.2 )
-      dest.colour[1] = pow( mat.cv_data.sand_colour[1], 1.0/2.2 )
-      dest.colour[2] = pow( mat.cv_data.sand_colour[2], 1.0/2.2 )
-      dest.colour[3] = 1.0
+      m.colour[0] = pow( mat.SR_data.sand_colour[0], 1.0/2.2 )
+      m.colour[1] = pow( mat.SR_data.sand_colour[1], 1.0/2.2 )
+      m.colour[2] = pow( mat.SR_data.sand_colour[2], 1.0/2.2 )
+      m.colour[3] = 1.0
 
-      dest.colour1[0] = mat.cv_data.blend_offset[0]
-      dest.colour1[1] = mat.cv_data.blend_offset[1]
+      m.colour1[0] = mat.SR_data.blend_offset[0]
+      m.colour1[1] = mat.SR_data.blend_offset[1]
    #}
 
-   if mat.cv_data.shader == 'vertex_blend':
-   #{
-      dest.shader = 3
+   if mat.SR_data.shader == 'vertex_blend':#{
+      m.shader = 3
 
-      dest.colour1[0] = mat.cv_data.blend_offset[0]
-      dest.colour1[1] = mat.cv_data.blend_offset[1]
+      m.colour1[0] = mat.SR_data.blend_offset[0]
+      m.colour1[1] = mat.SR_data.blend_offset[1]
    #}
 
-   if mat.cv_data.shader == 'water':
-   #{
-      dest.shader = 4
+   if mat.SR_data.shader == 'water':#{
+      m.shader = 4
+
+      m.colour[0]  = pow( mat.SR_data.shore_colour[0], 1.0/2.2 )
+      m.colour[1]  = pow( mat.SR_data.shore_colour[1], 1.0/2.2 )
+      m.colour[2]  = pow( mat.SR_data.shore_colour[2], 1.0/2.2 )
+      m.colour[3]  = 1.0
+      m.colour1[0] = pow( mat.SR_data.ocean_colour[0], 1.0/2.2 )
+      m.colour1[1] = pow( mat.SR_data.ocean_colour[1], 1.0/2.2 )
+      m.colour1[2] = pow( mat.SR_data.ocean_colour[2], 1.0/2.2 )
+      m.colour1[3] = 1.0
+   #}
 
-      dest.colour[0]  = pow( mat.cv_data.shore_colour[0], 1.0/2.2 )
-      dest.colour[1]  = pow( mat.cv_data.shore_colour[1], 1.0/2.2 )
-      dest.colour[2]  = pow( mat.cv_data.shore_colour[2], 1.0/2.2 )
-      dest.colour[3]  = 1.0
-      dest.colour1[0] = pow( mat.cv_data.ocean_colour[0], 1.0/2.2 )
-      dest.colour1[1] = pow( mat.cv_data.ocean_colour[1], 1.0/2.2 )
-      dest.colour1[2] = pow( mat.cv_data.ocean_colour[2], 1.0/2.2 )
-      dest.colour1[3] = 1.0
+   if mat.SR_data.shader == 'invisible':#{
+      m.shader = 5
    #}
-   
-   inf = material_info( mat )
-   
-   if mat.cv_data.shader == 'standard' or \
-      mat.cv_data.shader == 'standard_cutout' or \
-      mat.cv_data.shader == 'terrain_blend' or \
-      mat.cv_data.shader == 'vertex_blend':
-   #{
-      if 'tex_diffuse' in inf: 
-         dest.tex_diffuse = encoder_process_texture(inf['tex_diffuse'])
-   #}
-
-   buffer += [dest]
-   return cache[mat.name]
-#}
-
-# Create a tree structure containing all the objects in the collection
-#
-def encoder_build_scene_graph( collection ):
-#{
-   global g_encoder
-
-   print( "  creating scene graph" )
 
-   # initialize root
-   #
-   graph = g_encoder['scene_graph']
-   graph_lookup = g_encoder['graph_lookup']
-   graph["obj"] = None
-   graph["depth"] = 0
-   graph["children"] = []
-   graph["uid"] = 0
-   graph["parent"] = None
-
-   def _new_uid():
-   #{
-      global g_encoder
-      uid = g_encoder['uid_count']
-      g_encoder['uid_count'] += 1
-      return uid
+   if mat.SR_data.shader == 'boundary':#{
+      m.shader = 6
    #}
 
-   for obj in collection.all_objects:
-   #{
-      if obj.parent: continue
-
-      def _extend( p, n, d ):
-      #{
-         uid = _new_uid()
-         tree = {}
-         tree["uid"] = uid
-         tree["children"] = []
-         tree["depth"] = d
-         tree["obj"] = n
-         tree["parent"] = p
-         n.cv_data.uid = uid
-         
-         # Descend into amature
-         #
-         if n.type == 'ARMATURE':
-         #{
-            tree["bones"] = [None] # None is the root transform
-            tree["ik_count"] = 0
-            tree["collider_count"] = 0
-            
-            # Here also collects some information about constraints, ik and 
-            # counts colliders for the armature.
-            #
-            def _extendb( p, n, d ):
-            #{
-               nonlocal tree
-
-               btree = {}
-               btree["bone"] = n
-               btree["linked_armature"] = tree
-               btree["uid"] = _new_uid()
-               btree["children"] = []
-               btree["depth"] = d
-               btree["parent"] = p
-               tree["bones"] += [n.name]
-
-               for c in n.children:
-               #{
-                  _extendb( btree, c, d+1 )
-               #}
-
-               for c in tree['obj'].pose.bones[n.name].constraints:
-               #{
-                  if c.type == 'IK':
-                  #{
-                     btree["ik_target"] = c.subtarget
-                     btree["ik_pole"] = c.pole_subtarget
-                     tree["ik_count"] += 1
-                  #}
-               #}
-
-               if n.cv_data.collider:
-                  tree['collider_count'] += 1
-
-               btree['deform'] = n.use_deform
-               p['children'] += [btree]
-            #}
-
-            for b in n.data.bones:
-               if not b.parent:
-                  _extendb( tree, b, d+1 )
-         #}
-         
-         # Recurse into children of this object
-         #
-         for obj1 in n.children:
-         #{
-            nonlocal collection
-            for c1 in obj1.users_collection:
-            #{
-               if c1 == collection:
-               #{
-                  _extend( tree, obj1, d+1 )
-                  break
-               #}
-            #}
-         #}
+   if mat.SR_data.shader == 'fxglow':#{
+      m.shader = 7
+   #}
 
-         p["children"] += [tree]
-         graph_lookup[n] = tree
+   if mat.SR_data.shader == 'cubemap':#{
+      m.shader = 8
+      m.tex_none0 = sr_entity_id( mat.SR_data.cubemap )
 
-      #}
+      m.colour[0]  = pow( mat.SR_data.tint[0], 1.0/2.2 )
+      m.colour[1]  = pow( mat.SR_data.tint[1], 1.0/2.2 )
+      m.colour[2]  = pow( mat.SR_data.tint[2], 1.0/2.2 )
+      m.colour[3]  = pow( mat.SR_data.tint[3], 1.0/2.2 )
+   #}
 
-      _extend( graph, obj, 1 )
+   if mat.SR_data.shader == 'walking':#{
+      m.shader = 9
+   #}
+   
+   if mat.SR_data.shader in ['standard', 'standard_cutout', 'terrain_blend', \
+                             'vertex_blend', 'fxglow', 'cubemap', \
+                             'foliage' ]: #{
+      if 'tex_diffuse' in inf: 
+         m.tex_diffuse = sr_compile_texture(inf['tex_diffuse'])
+   #}
 
+   if mat.SR_data.tex_diffuse_rt >= 0:#{
+      m.tex_diffuse = 0x80000000 | mat.SR_data.tex_diffuse_rt
    #}
-#}
 
+   sr_compile.material_data.extend( bytearray(m) )
+   return index
+#}
 
-# Kind of a useless thing i made but it looks cool and adds complexity!!1
-#
-def encoder_graph_iterator( root ):
+def sr_armature_bones( armature ):
 #{
-   for c in root['children']:
+   def _recurse_bone( b ):
    #{
-      yield c
-      yield from encoder_graph_iterator(c)
+      yield b
+      for c in b.children: yield from _recurse_bone( c )
    #}
+
+   for b in armature.data.bones:
+      if not b.parent:
+         yield from _recurse_bone( b )
 #}
 
+def sr_entity_id( obj ):#{
+   if not obj: return 0
+   
+   tipo = get_entity_enum_id( obj_ent_type(obj) )
+   index = sr_compile.entity_ids[ obj.name ]
 
-# Push a vertex into the model file, or return a cached index (c_uint32)
-#
-def encoder_vertex_push( vertex_reference, co,norm,uv,colour,groups,weights ):
-#{
-   global g_encoder
-   buffer = g_encoder['data']['vertex']
+   return (tipo&0xffff)<<16 | (index&0xffff)
+#}
 
-   TOLERENCE = 4
-   m = float(10**TOLERENCE)
-   
-   # Would be nice to know if this can be done faster than it currently runs,
-   # its quite slow.
-   #
-   key = (int(co[0]*m+0.5),
-          int(co[1]*m+0.5),
-          int(co[2]*m+0.5),
-          int(norm[0]*m+0.5),
-          int(norm[1]*m+0.5),
-          int(norm[2]*m+0.5),
-          int(uv[0]*m+0.5),
-          int(uv[1]*m+0.5),
-          colour[0],    # these guys are already quantized
-          colour[1],    # .
-          colour[2],    # .
-          colour[3],    # .
-          weights[0],   # v
-          weights[1],
-          weights[2],
-          weights[3],
-          groups[0],
-          groups[1],
-          groups[2],
-          groups[3])
-
-   if key in vertex_reference:
-      return vertex_reference[key]
-   else:
-   #{
-      index = c_uint32( len(vertex_reference) )
-      vertex_reference[key] = index
-
-      v = mdl_vert()
-      v.co[0]       =  co[0]
-      v.co[1]       =  co[2]
-      v.co[2]       = -co[1]
-      v.norm[0]     =  norm[0]
-      v.norm[1]     =  norm[2]
-      v.norm[2]     = -norm[1]
-      v.uv[0]       =  uv[0]
-      v.uv[1]       =  uv[1]
-      v.colour[0]   =  colour[0]
-      v.colour[1]   =  colour[1]
-      v.colour[2]   =  colour[2]
-      v.colour[3]   =  colour[3]
-      v.weights[0]  =  weights[0]
-      v.weights[1]  =  weights[1]
-      v.weights[2]  =  weights[2]
-      v.weights[3]  =  weights[3]
-      v.groups[0]   =  groups[0]
-      v.groups[1]   =  groups[1]
-      v.groups[2]   =  groups[2]
-      v.groups[3]   =  groups[3]
-
-      buffer += [v]
-      return index
-   #}
-#}
-
-
-# Compile a mesh (or use one from the cache) onto node, based on node_def
-# No return value
-#
-def encoder_compile_mesh( node, node_def ):
+# Returns submesh_start,count and armature_id
+def sr_compile_mesh_internal( obj ):
 #{
-   global g_encoder
-   
-   graph         = g_encoder['scene_graph']
-   graph_lookup  = g_encoder['graph_lookup']
-   mesh_cache    = g_encoder['mesh_cache']
-   obj           = node_def['obj']
-   armature_def  = None
    can_use_cache = True
-   
-   # Check for modifiers that typically change the data per-instance
-   # there is no well defined rule for the choices here, its just what i've
-   # needed while producing the game.
-   #
-   # It may be possible to detect these cases automatically.
-   #
-   for mod in obj.modifiers:
-   #{
+   armature = None
+
+   submesh_start = 0
+   submesh_count = 0
+   armature_id = 0
+
+   for mod in obj.modifiers:#{
       if mod.type == 'DATA_TRANSFER' or mod.type == 'SHRINKWRAP' or \
          mod.type == 'BOOLEAN' or mod.type == 'CURVE' or \
          mod.type == 'ARRAY':
@@ -1416,23 +1024,30 @@ def encoder_compile_mesh( node, node_def ):
          can_use_cache = False
       #}
 
-      if mod.type == 'ARMATURE':
-         armature_def = graph_lookup[mod.object]
+      if mod.type == 'ARMATURE': #{
+         armature = mod.object
+         rig_weight_groups = \
+               ['0 [ROOT]']+[_.name for _ in sr_armature_bones(mod.object)]
+         armature_id = sr_compile.entity_ids[armature.name]
+
+         POSE_OR_REST_CACHE = armature.data.pose_position
+         armature.data.pose_position = 'REST'
+      #}
+   #}
 
    # Check the cache first
    #
-   if can_use_cache and (obj.data.name in mesh_cache):
-   #{
-      ref = mesh_cache[obj.data.name]
-      node.submesh_start = ref.submesh_start
-      node.submesh_count = ref.submesh_count
-      return
+   if can_use_cache and (obj.data.name in sr_compile.mesh_cache):#{
+      ref = sr_compile.mesh_cache[obj.data.name]
+      submesh_start = ref[0]
+      submesh_count = ref[1]
+      return (submesh_start,submesh_count,armature_id)
    #}
 
    # Compile a whole new mesh
    #
-   node.submesh_start = len( g_encoder['data']['submesh'] )
-   node.submesh_count = 0
+   submesh_start = len(sr_compile.submesh_data)//sizeof(mdl_submesh)
+   submesh_count = 0
 
    dgraph = bpy.context.evaluated_depsgraph_get()
    data = obj.evaluated_get(dgraph).data
@@ -1442,36 +1057,33 @@ def encoder_compile_mesh( node, node_def ):
    # Mesh is split into submeshes based on their material
    #
    mat_list = data.materials if len(data.materials) > 0 else [None]
-   for material_id, mat in enumerate(mat_list):
-   #{
+   for material_id, mat in enumerate(mat_list): #{
       mref = {}
 
       sm = mdl_submesh()
-      sm.indice_start = len( g_encoder['data']['indice'] )
-      sm.vertex_start = len( g_encoder['data']['vertex'] )
+      sm.indice_start = len(sr_compile.indice_data)//sizeof(c_uint32)
+      sm.vertex_start = len(sr_compile.vertex_data)//sizeof(mdl_vert)
       sm.vertex_count = 0
       sm.indice_count = 0
-      sm.material_id = encoder_process_material( mat )
+      sm.material_id = sr_compile_material( mat )
 
-      for i in range(3):
-      #{
-         sm.bbx[0][i] =  999999
-         sm.bbx[1][i] = -999999
+      INF=99999999.99999999
+      for i in range(3):#{
+         sm.bbx[0][i] =  INF
+         sm.bbx[1][i] = -INF
       #}
       
       # Keep a reference to very very very similar vertices
+      # i have no idea how to speed it up.
       #
       vertex_reference = {}
 
       # Write the vertex / indice data
       #
-      for tri_index, tri in enumerate(data.loop_triangles):
-      #{
-         if tri.material_index != material_id:
-            continue
+      for tri_index, tri in enumerate(data.loop_triangles):#{
+         if tri.material_index != material_id: continue
 
-         for j in range(3):
-         #{
+         for j in range(3):#{
             vert = data.vertices[tri.vertices[j]]
             li = tri.loops[j]
             vi = data.loops[li].vertex_index
@@ -1492,8 +1104,7 @@ def encoder_compile_mesh( node, node_def ):
             
             # Vertex Colours
             #
-            if data.vertex_colors:
-            #{
+            if data.vertex_colors:#{
                colour = data.vertex_colors.active.data[li].color
                colour = (int(colour[0]*255.0),\
                          int(colour[1]*255.0),\
@@ -1502,45 +1113,38 @@ def encoder_compile_mesh( node, node_def ):
             #}
             
             # Weight groups: truncates to the 3 with the most influence. The
-            #                fourth bone ID is never used by the shader so it is
-            #                always 0
+            #                fourth bone ID is never used by the shader so it 
+            #                is always 0
             #
-            if armature_def:
-            #{
+            if armature:#{
                src_groups = [_ for _ in data.vertices[vi].groups \
                               if obj.vertex_groups[_.group].name in \
-                                 armature_def['bones']]
+                                 rig_weight_groups ]
 
                weight_groups = sorted( src_groups, key = \
                                        lambda a: a.weight, reverse=True )
                tot = 0.0
-               for ml in range(3):
-               #{
-                  if len(weight_groups) > ml:
-                  #{
+               for ml in range(3):#{
+                  if len(weight_groups) > ml:#{
                      g = weight_groups[ml]
                      name = obj.vertex_groups[g.group].name
                      weight = g.weight
-
                      weights[ml] = weight
-                     groups[ml] = armature_def['bones'].index(name)
+                     groups[ml] = rig_weight_groups.index(name)
                      tot += weight
                   #}
                #}
             
-               if len(weight_groups) > 0:
-               #{
+               if len(weight_groups) > 0:#{
                   inv_norm = (1.0/tot) * 65535.0
-                  for ml in range(3):
-                  #{
+                  for ml in range(3):#{
                      weights[ml] = int( weights[ml] * inv_norm )
                      weights[ml] = min( weights[ml], 65535 )
                      weights[ml] = max( weights[ml], 0 )
                   #}
                #}
             #}
-            else:
-            #{
+            else:#{
                li1 = tri.loops[(j+1)%3]
                vi1 = data.loops[li1].vertex_index
                e0 = data.edges[ data.loops[li].edge_index ]
@@ -1552,105 +1156,388 @@ def encoder_compile_mesh( node, node_def ):
                   weights[0] = 1
                #}
             #}
+
+            TOLERENCE = float(10**4)
+            key = (int(co[0]*TOLERENCE+0.5),
+                   int(co[1]*TOLERENCE+0.5),
+                   int(co[2]*TOLERENCE+0.5),
+                   int(norm[0]*TOLERENCE+0.5),
+                   int(norm[1]*TOLERENCE+0.5),
+                   int(norm[2]*TOLERENCE+0.5),
+                   int(uv[0]*TOLERENCE+0.5),
+                   int(uv[1]*TOLERENCE+0.5),
+                   colour[0],  # these guys are already quantized
+                   colour[1],  # .
+                   colour[2],  # .
+                   colour[3],  # .
+                   weights[0], # v
+                   weights[1],
+                   weights[2],
+                   weights[3],
+                   groups[0],
+                   groups[1],
+                   groups[2],
+                   groups[3])
+
+            if key in vertex_reference:
+               index = vertex_reference[key]
+            else:#{
+               index = bytearray(c_uint32(sm.vertex_count))
+               sm.vertex_count+=1
+               
+               vertex_reference[key] = index
+               v = mdl_vert()
+               v.co[0]      =  co[0]
+               v.co[1]      =  co[2]
+               v.co[2]      = -co[1]
+               v.norm[0]    =  norm[0]
+               v.norm[1]    =  norm[2]
+               v.norm[2]    = -norm[1]
+               v.uv[0]      =  uv[0]
+               v.uv[1]      =  uv[1]
+               v.colour[0]  =  colour[0]
+               v.colour[1]  =  colour[1]
+               v.colour[2]  =  colour[2]
+               v.colour[3]  =  colour[3]
+               v.weights[0] =  weights[0]
+               v.weights[1] =  weights[1]
+               v.weights[2] =  weights[2]
+               v.weights[3] =  weights[3]
+               v.groups[0]  =  groups[0]
+               v.groups[1]  =  groups[1]
+               v.groups[2]  =  groups[2]
+               v.groups[3]  =  groups[3]
+               
+               for i in range(3):#{
+                  sm.bbx[0][i] = min( sm.bbx[0][i], v.co[i] )
+                  sm.bbx[1][i] = max( sm.bbx[1][i], v.co[i] )
+               #}
+
+               sr_compile.vertex_data.extend(bytearray(v))
+            #}
             
-            # Add vertex and expand bound box
-            #
-            index = encoder_vertex_push( vertex_reference, co, \
-                                                           norm, \
-                                                           uv, \
-                                                           colour, \
-                                                           groups, \
-                                                           weights )
-            g_encoder['data']['indice'] += [index]
+            sm.indice_count += 1
+            sr_compile.indice_data.extend( index )
          #}
       #}
       
-      # How many unique verts did we add in total
-      #
-      sm.vertex_count = len(g_encoder['data']['vertex']) - sm.vertex_start
-      sm.indice_count = len(g_encoder['data']['indice']) - sm.indice_start
-      
       # Make sure bounding box isn't -inf -> inf if no vertices
       #
       if sm.vertex_count == 0:
          for j in range(2):
             for i in range(3):
                sm.bbx[j][i] = 0
-      else:
-      #{
-         for j in range(sm.vertex_count):
-         #{
-            vert = g_encoder['data']['vertex'][ sm.vertex_start + j ]
 
-            for i in range(3):
-            #{
-               sm.bbx[0][i] = min( sm.bbx[0][i], vert.co[i] )
-               sm.bbx[1][i] = max( sm.bbx[1][i], vert.co[i] )
-            #}
-         #}
-      #}
-      
       # Add submesh to encoder
       #
-      g_encoder['data']['submesh'] += [sm]
-      node.submesh_count += 1
+      sr_compile.submesh_data.extend( bytearray(sm) )
+      submesh_count += 1
+   #}
 
+   if armature:#{
+      armature.data.pose_position = POSE_OR_REST_CACHE
    #}
 
-   # Save a reference to this node since we want to reuse the submesh indices
+   # Save a reference to this mesh since we want to reuse the submesh indices
    # later.
-   g_encoder['mesh_cache'][obj.data.name] = node
+   sr_compile.mesh_cache[obj.data.name]=(submesh_start,submesh_count)
+   return (submesh_start,submesh_count,armature_id)
 #}
 
-
-def encoder_compile_ent_as( name, node, node_def ):
+def sr_compile_mesh( obj ):
 #{
-   global g_encoder
+   node=mdl_mesh()
+   compile_obj_transform(obj, node.transform)
+   node.pstr_name = sr_compile_string(obj.name)
+   ent_type = obj_ent_type( obj )
 
-   if name == 'classtype_none':
-   #{
-      node.offset = 0
-      node.classtype = 0
-      return
-   #}
-   elif name not in globals():
-   #{
-      print( "Classtype '" +name + "' is unknown!" )
-      return
+   node.entity_id = 0
+
+   if ent_type != 'none':#{
+      ent_id_lwr = sr_compile.entity_ids[obj.name]
+      ent_id_upr = get_entity_enum_id( obj_ent_type(obj) )
+      node.entity_id = (ent_id_upr << 16) | ent_id_lwr
    #}
    
-   buffer = g_encoder['data']['entdata']
-   node.offset = len(buffer)
+   node.submesh_start, node.submesh_count, node.armature_id = \
+         sr_compile_mesh_internal( obj )
+
+   sr_compile.mesh_data.extend(bytearray(node))
+#}
+
+def sr_compile_fonts( collection ):
+#{
+   print( F"[SR] Compiling fonts" )
+
+   glyph_count = 0
+   variant_count = 0
+
+   for obj in collection.all_objects:#{
+      if obj_ent_type(obj) != 'ent_font': continue
+
+      data = obj.SR_data.ent_font[0]
+
+      font=ent_font()
+      font.alias = sr_compile_string( data.alias )
+      font.variant_start = variant_count
+      font.variant_count = 0
+      font.glyph_start = glyph_count
+
+      glyph_base = data.glyphs[0].utf32
+      glyph_range = data.glyphs[-1].utf32+1 - glyph_base
+
+      font.glyph_utf32_base = glyph_base
+      font.glyph_count = glyph_range
+
+      for i in range(len(data.variants)):#{
+         data_var = data.variants[i]
+         if not data_var.mesh: continue 
+
+         mesh = data_var.mesh.data
+
+         variant = ent_font_variant()
+         variant.name = sr_compile_string( data_var.tipo )
+
+         # fonts (variants) only support one material each
+         mat = None
+         if len(mesh.materials) != 0:
+            mat = mesh.materials[0]
+         variant.material_id = sr_compile_material( mat )
+
+         font.variant_count += 1
+
+         islands = mesh_utils.mesh_linked_triangles(mesh)
+         centroids = [Vector((0,0)) for _ in range(len(islands))]
+
+         for j in range(len(islands)):#{
+            for tri in islands[j]:#{
+               centroids[j].x += tri.center[0]
+               centroids[j].y += tri.center[2]
+            #}
+
+            centroids[j] /= len(islands[j])
+         #}
+
+         for j in range(glyph_range):#{
+            data_glyph = data.glyphs[j]
+            glyph = ent_glyph()
+            glyph.indice_start = len(sr_compile.indice_data)//sizeof(c_uint32)
+            glyph.indice_count = 0
+            glyph.size[0] = data_glyph.bounds[2]
+            glyph.size[1] = data_glyph.bounds[3]
+
+            vertex_reference = {}
+
+            for k in range(len(islands)):#{
+               if centroids[k].x < data_glyph.bounds[0] or \
+                  centroids[k].x > data_glyph.bounds[0]+data_glyph.bounds[2] or\
+                  centroids[k].y < data_glyph.bounds[1] or \
+                  centroids[k].y > data_glyph.bounds[1]+data_glyph.bounds[3]:
+               #{
+                  continue
+               #}
+
+               for l in range(len(islands[k])):#{
+                  tri = islands[k][l]
+                  for m in range(3):#{
+                     vert = mesh.vertices[tri.vertices[m]]
+                     li = tri.loops[m]
+                     vi = mesh.loops[li].vertex_index
+                     
+                     # Gather vertex information
+                     #
+                     co      = [vert.co[_] for _ in range(3)]
+                     co[0]  -= data_glyph.bounds[0]
+                     co[2]  -= data_glyph.bounds[1]
+                     norm    = mesh.loops[li].normal
+                     uv      = (0,0)
+                     if mesh.uv_layers: uv = mesh.uv_layers.active.data[li].uv
+
+                     TOLERENCE = float(10**4)
+                     key = (int(co[0]*TOLERENCE+0.5),
+                            int(co[1]*TOLERENCE+0.5),
+                            int(co[2]*TOLERENCE+0.5),
+                            int(norm[0]*TOLERENCE+0.5),
+                            int(norm[1]*TOLERENCE+0.5),
+                            int(norm[2]*TOLERENCE+0.5),
+                            int(uv[0]*TOLERENCE+0.5),
+                            int(uv[1]*TOLERENCE+0.5))
+
+                     if key in vertex_reference:
+                        index = vertex_reference[key]
+                     else:#{
+                        vindex = len(sr_compile.vertex_data)//sizeof(mdl_vert)
+                        index = bytearray(c_uint32(vindex))
+                        vertex_reference[key] = index
+                        v = mdl_vert()
+                        v.co[0]   =  co[0]
+                        v.co[1]   =  co[2]
+                        v.co[2]   = -co[1]
+                        v.norm[0] =  norm[0]
+                        v.norm[1] =  norm[2]
+                        v.norm[2] = -norm[1]
+                        v.uv[0]   =  uv[0]
+                        v.uv[1]   =  uv[1]
+                        
+                        sr_compile.vertex_data.extend(bytearray(v))
+                     #}
+                     
+                     glyph.indice_count += 1
+                     sr_compile.indice_data.extend( index )
+                  #}
+               #}
+            #}
+            sr_ent_push( glyph )
+         #}
+         sr_ent_push( variant )
+      #}
+      sr_ent_push( font )
+   #}
+#}
+
+def sr_compile_menus( collection ):
+#{
+   print( "[SR1] Compiling menus" )
+   groups = []
+
+   for obj in collection.all_objects:#{
+      if obj_ent_type(obj) != 'ent_menuitem': continue
+      obj_data = obj.SR_data.ent_menuitem[0]
+
+      bitmask = 0x00000000
+
+      for col in obj.users_collection:#{
+         name = col.name
+         if name not in groups: groups.append( name )
+         bitmask |= (0x1 << groups.index(name))
+      #}
+
+      item = ent_menuitem()
+      item.type = int( obj_data.tipo )
+      item.groups = bitmask
+
+      compile_obj_transform( obj, item.transform )
+      if obj.type == 'MESH':#{
+         item.submesh_start, item.submesh_count, _ = \
+               sr_compile_mesh_internal( obj )
+      #}
+
+      if item.type == 1 or item.type == 2 or item.type == 7:#{
+         item_button = item._anonymous_union.button
+         item_button.pstr = sr_compile_string( obj_data.string )
+         item_button.stack_behaviour = int( obj_data.stack_behaviour )
+      #}
+      elif item.type == 0:#{
+         item_visual = item._anonymous_union.visual
+         item_visual.pstr_name = sr_compile_string( obj_data.string )
+      #}
+      elif item.type == 3:#{
+         item_checkmark = item._anonymous_union.checkmark
+         item_checkmark.pstr_data = sr_compile_string( obj_data.string )
+         item_checkmark.id_check = sr_entity_id( obj_data.checkmark )
+         delta = obj_data.checkmark.location - obj.location
+         item_checkmark.offset[0] =  delta[0]
+         item_checkmark.offset[1] =  delta[2]
+         item_checkmark.offset[2] = -delta[1]
+      #}
+      elif item.type == 4:#{
+         item_slider = item._anonymous_union.slider
+         item_slider.id_min = sr_entity_id( obj_data.slider_minloc )
+         item_slider.id_max = sr_entity_id( obj_data.slider_maxloc )
+         item_slider.id_handle = sr_entity_id( obj_data.slider_handle )
+         item_slider.pstr_data = sr_compile_string( obj_data.string )
+      #}
+      elif item.type == 5:#{
+         item_page = item._anonymous_union.page
+         item_page.pstr_name = sr_compile_string( obj_data.string )
+         item_page.id_entrypoint = sr_entity_id( obj_data.newloc )
+         item_page.id_viewpoint = sr_entity_id( obj_data.camera )
+      #}
+      elif item.type == 6:#{
+         item_binding = item._anonymous_union.binding
+         item_binding.pstr_bind = sr_compile_string( obj_data.string )
+         item_binding.font_variant = obj_data.font_variant
+      #}
 
-   cl = globals()[ name ]
-   inst = cl()
-   inst.encode_obj( node, node_def )
+      if obj_data.link0:
+         item.id_links[0] = sr_entity_id( obj_data.link0 )
+      if obj_data.link1:
+         item.id_links[1] = sr_entity_id( obj_data.link1 )
+      if item.type != 4:#{
+         if obj_data.link2:
+            item.id_links[2] = sr_entity_id( obj_data.link2 )
+         if obj_data.link3:
+            item.id_links[3] = sr_entity_id( obj_data.link3 )
+      #}
 
-   buffer.extend( bytearray(inst) )
-   bytearray_align_to( buffer, 4 )
+      sr_ent_push( item )
+   #}
 #}
 
-# Compiles animation data into model and gives us some extra node_def entries
-#
-def encoder_compile_armature( node, node_def ):
+def sr_compile_armature( obj ):
 #{
-   global g_encoder
-   
-   entdata       = g_encoder['data']['entdata']
-   animdata      = g_encoder['data']['anim']
-   keyframedata  = g_encoder['data']['keyframe']
-   mesh_cache    = g_encoder['mesh_cache']
-   obj           = node_def['obj']
-   bones         = node_def['bones']
-
-   # extra info
-   node_def['anim_start'] = len(animdata)
-   node_def['anim_count'] = 0
+   node = mdl_armature()
+   node.bone_start = len(sr_compile.bone_data)//sizeof(mdl_bone)
+   node.bone_count = 0
+   node.anim_start = len(sr_compile.anim_data)//sizeof(mdl_animation)
+   node.anim_count = 0
    
+   bones = [_ for _ in sr_armature_bones(obj)]
+   bones_names = [None]+[_.name for _ in bones]
+
+   for b in bones:#{
+      bone = mdl_bone()
+      if b.use_deform: bone.flags = 0x1
+      if b.parent: bone.parent = bones_names.index(b.parent.name)
+
+      bone.collider = int(b.SR_data.collider)
+
+      if bone.collider>0:#{
+         bone.hitbox[0][0] =  b.SR_data.collider_min[0]
+         bone.hitbox[0][1] =  b.SR_data.collider_min[2]
+         bone.hitbox[0][2] = -b.SR_data.collider_max[1]
+         bone.hitbox[1][0] =  b.SR_data.collider_max[0]
+         bone.hitbox[1][1] =  b.SR_data.collider_max[2]
+         bone.hitbox[1][2] = -b.SR_data.collider_min[1]
+      #}
+  
+      if b.SR_data.cone_constraint:#{
+         bone.flags |= 0x4
+         bone.conevx[0] =  b.SR_data.conevx[0]
+         bone.conevx[1] =  b.SR_data.conevx[2]
+         bone.conevx[2] = -b.SR_data.conevx[1]
+         bone.conevy[0] =  b.SR_data.conevy[0]
+         bone.conevy[1] =  b.SR_data.conevy[2]
+         bone.conevy[2] = -b.SR_data.conevy[1]
+         bone.coneva[0] =  b.SR_data.coneva[0]
+         bone.coneva[1] =  b.SR_data.coneva[2]
+         bone.coneva[2] = -b.SR_data.coneva[1]
+         bone.conet     =  b.SR_data.conet
+      #}
+
+      bone.co[0] =  b.head_local[0]
+      bone.co[1] =  b.head_local[2]
+      bone.co[2] = -b.head_local[1]
+      bone.end[0] =  b.tail_local[0] - bone.co[0]
+      bone.end[1] =  b.tail_local[2] - bone.co[1]
+      bone.end[2] = -b.tail_local[1] - bone.co[2]
+      bone.pstr_name = sr_compile_string( b.name )
+
+      for c in obj.pose.bones[b.name].constraints:#{
+         if c.type == 'IK':#{
+            bone.flags |= 0x2
+            bone.ik_target = bones_names.index(c.subtarget)
+            bone.ik_pole = bones_names.index(c.pole_subtarget)
+         #}
+      #}
+
+      node.bone_count += 1
+      sr_compile.bone_data.extend(bytearray(bone))
+   #}
+
    # Compile anims
    #
-   if obj.animation_data:
-   #{
+   if obj.animation_data and sr_compile.pack_animations: #{
       # So we can restore later
       #
       previous_frame  = bpy.context.scene.frame_current
@@ -1658,16 +1545,12 @@ def encoder_compile_armature( node, node_def ):
       POSE_OR_REST_CACHE = obj.data.pose_position
       obj.data.pose_position = 'POSE'
 
-      for NLALayer in obj.animation_data.nla_tracks:
-      #{
-         for NLAStrip in NLALayer.strips:
-         #{
+      for NLALayer in obj.animation_data.nla_tracks:#{
+         for NLAStrip in NLALayer.strips:#{
             # set active
             #
-            for a in bpy.data.actions:
-            #{
-               if a.name == NLAStrip.name:
-               #{
+            for a in bpy.data.actions:#{
+               if a.name == NLAStrip.name:#{
                   obj.animation_data.action = a
                   break
                #}
@@ -1681,86 +1564,72 @@ def encoder_compile_armature( node, node_def ):
             # Export strips
             #
             anim = mdl_animation()
-            anim.pstr_name = encoder_process_pstr( NLAStrip.action.name )
+            anim.pstr_name = sr_compile_string( NLAStrip.action.name )
             anim.rate = 30.0
-            anim.offset = len(keyframedata)
+            anim.keyframe_start = len(sr_compile.keyframe_data)//\
+                                      sizeof(mdl_transform)
             anim.length = anim_end-anim_start
             
+            i = 0
             # Export the keyframes
-            for frame in range(anim_start,anim_end):
-            #{
+            for frame in range(anim_start,anim_end):#{
                bpy.context.scene.frame_set(frame)
                
-               for bone_name in bones:
-               #{
-                  for pb in obj.pose.bones:
-                  #{
-                     if pb.name != bone_name: continue
-
-                     rb = obj.data.bones[ bone_name ]
-                     
-                     # relative bone matrix
-                     if rb.parent is not None:
-                     #{
-                        offset_mtx = rb.parent.matrix_local
-                        offset_mtx = offset_mtx.inverted_safe() @ \
-                                     rb.matrix_local
-
-                        inv_parent = pb.parent.matrix @ offset_mtx
-                        inv_parent.invert_safe()
-                        fpm = inv_parent @ pb.matrix 
-                     #}
-                     else:
-                     #{
-                        bone_mtx = rb.matrix.to_4x4()
-                        local_inv = rb.matrix_local.inverted_safe()
-                        fpm = bone_mtx @ local_inv @ pb.matrix
-                     #}
-
-                     loc, rot, sca = fpm.decompose()
-
-                     # local position
-                     final_pos = Vector(( loc[0], loc[2], -loc[1] ))
-
-                     # rotation
-                     lc_m = pb.matrix_channel.to_3x3()
-                     if pb.parent is not None:
-                     #{
-                        smtx = pb.parent.matrix_channel.to_3x3()
-                        lc_m = smtx.inverted() @ lc_m
-                     #}
-                     rq = lc_m.to_quaternion()
-
-                     kf = mdl_keyframe()
-                     kf.co[0] =  final_pos[0]
-                     kf.co[1] =  final_pos[1]
-                     kf.co[2] =  final_pos[2]
-
-                     kf.q[0] =  rq[1]
-                     kf.q[1] =  rq[3]
-                     kf.q[2] = -rq[2]
-                     kf.q[3] =  rq[0]
-                     
-                     # scale
-                     kf.s[0] = sca[0]
-                     kf.s[1] = sca[2]
-                     kf.s[2] = sca[1]
+               for rb in bones:#{
+                  pb = obj.pose.bones[rb.name]
+                  
+                  # relative bone matrix
+                  if rb.parent is not None:#{
+                     offset_mtx = rb.parent.matrix_local
+                     offset_mtx = offset_mtx.inverted_safe() @ \
+                                  rb.matrix_local
+
+                     inv_parent = pb.parent.matrix @ offset_mtx
+                     inv_parent.invert_safe()
+                     fpm = inv_parent @ pb.matrix 
+                  #}
+                  else:#{
+                     bone_mtx = rb.matrix.to_4x4()
+                     local_inv = rb.matrix_local.inverted_safe()
+                     fpm = bone_mtx @ local_inv @ pb.matrix
+                  #}
 
-                     keyframedata += [kf]
-                     break
+                  loc, rot, sca = fpm.decompose()
+                  
+                  # rotation
+                  lc_m = pb.matrix_channel.to_3x3()
+                  if pb.parent is not None:#{
+                     smtx = pb.parent.matrix_channel.to_3x3()
+                     lc_m = smtx.inverted() @ lc_m
                   #}
+                  rq = lc_m.to_quaternion()
+                  q_normalize( rq )
+
+                  kf = mdl_transform()
+                  kf.co[0] =  loc[0]
+                  kf.co[1] =  loc[2]
+                  kf.co[2] = -loc[1]
+                  kf.q[0]  =  rq[1]
+                  kf.q[1]  =  rq[3]
+                  kf.q[2]  = -rq[2]
+                  kf.q[3]  =  rq[0]
+                  kf.s[0]  = sca[0]
+                  kf.s[1]  = sca[1]
+                  kf.s[2]  = sca[2]
+                  sr_compile.keyframe_data.extend(bytearray(kf))
+                  
+                  i+=1
                #}
             #}
             
             # Add to animation buffer
             #
-            animdata += [anim]
-            node_def['anim_count'] += 1
+            sr_compile.anim_data.extend(bytearray(anim))
+            node.anim_count += 1
 
             # Report progress
             #
-            status_name = F"            " + " |"*(node_def['depth']-1)
-            print( F"{status_name} | *anim: {NLAStrip.action.name}" )
+            print( F"[SR]    | anim( {NLAStrip.action.name} )" )
          #}
       #}
       
@@ -1770,217 +1639,2203 @@ def encoder_compile_armature( node, node_def ):
       obj.animation_data.action = previous_action
       obj.data.pose_position = POSE_OR_REST_CACHE
    #}
+
+   sr_compile.armature_data.extend(bytearray(node))
 #}
 
-# We are trying to compile this node_def
-#
-def encoder_process_definition( node_def ):
+def sr_ent_push( struct ):
 #{
-   global g_encoder
+   clase = type(struct).__name__
 
-   # data sources for object/bone are taken differently
-   #
-   if 'obj' in node_def:
-   #{
-      obj      = node_def['obj']
-      obj_type = obj.type
-      obj_co   = obj.location
+   if clase not in sr_compile.entity_data:#{
+      sr_compile.entity_data[ clase ] = bytearray()
+      sr_compile.entity_info[ clase ] = { 'size': sizeof(struct) }
+   #}
 
-      if obj_type == 'ARMATURE':
-         obj_classtype = 'classtype_skeleton'
-      else:
-      #{
-         obj_classtype = obj.cv_data.classtype
+   index = len(sr_compile.entity_data[ clase ])//sizeof(struct)
+   sr_compile.entity_data[ clase ].extend( bytearray(struct) )
+   return index
+#}
+
+def sr_array_title( arr, name, count, size, offset ):
+#{
+   for i in range(len(name)):#{
+      arr.name[i] = ord(name[i])
+   #}
+   arr.file_offset = offset
+   arr.item_count = count
+   arr.item_size = size
+#}
+
+def hash_djb2(s):
+#{
+   picadillo = 5381
+   for x in s:#{
+      picadillo = (((picadillo << 5) + picadillo) + ord(x)) & 0xFFFFFFFF
+   #}
+   return picadillo
+#}
+
+def sr_compile( collection ):
+#{
+   print( F"[SR] compiler begin ({collection.name}.mdl)" )
+
+   #settings
+   sr_compile.pack_textures = collection.SR_data.pack_textures
+   sr_compile.pack_animations = collection.SR_data.animations
+
+   # caches
+   sr_compile.string_cache = {}
+   sr_compile.mesh_cache = {}
+   sr_compile.material_cache = {}
+   sr_compile.texture_cache = {}
+   
+   # compiled data
+   sr_compile.mesh_data = bytearray()
+   sr_compile.submesh_data = bytearray()
+   sr_compile.vertex_data = bytearray()
+   sr_compile.indice_data = bytearray()
+   sr_compile.bone_data = bytearray()
+   sr_compile.material_data = bytearray()
+   sr_compile.armature_data = bytearray()
+   sr_compile.anim_data = bytearray()
+   sr_compile.keyframe_data = bytearray()
+   sr_compile.texture_data = bytearray()
+   
+   # just bytes not structures
+   sr_compile.string_data = bytearray()
+   sr_compile.pack_data = bytearray()
+
+   # variable
+   sr_compile.entity_data = {}
+   sr_compile.entity_info = {}
+
+   print( F"[SR] assign entity ID's" )
+   sr_compile.entities = {}
+   sr_compile.entity_ids = {}
+
+   # begin
+   # -------------------------------------------------------
+
+   sr_compile_string( "null" )
+
+   mesh_count = 0
+   for obj in collection.all_objects: #{
+      if obj.type == 'MESH':#{
+         mesh_count += 1
+      #}
+
+      ent_type = obj_ent_type( obj )
+      if ent_type == 'none': continue
+
+      if ent_type not in sr_compile.entities: sr_compile.entities[ent_type] = []
+      sr_compile.entity_ids[obj.name] = len( sr_compile.entities[ent_type] )
+      sr_compile.entities[ent_type] += [obj]
+   #}
 
-         # Check for armature deform
+   print( F"[SR] Compiling geometry" )
+   i=0
+   for obj in collection.all_objects:#{
+      if obj.type == 'MESH':#{
+         i+=1
+
+         ent_type = obj_ent_type( obj )
+
+         # entity ignore mesh list
          #
-         for mod in obj.modifiers:
-         #{
-            if mod.type == 'ARMATURE':
-            #{
-               obj_classtype = 'classtype_skin'
-
-               # Make sure to freeze armature in rest while we collect 
-               # vertex information
-               #
-               armature_def = g_encoder['graph_lookup'][mod.object]
-               POSE_OR_REST_CACHE = armature_def['obj'].data.pose_position
-               armature_def['obj'].data.pose_position = 'REST'
-               node_def['linked_armature'] = armature_def
-               break
-            #}
+         if ent_type == 'ent_traffic': continue
+         if ent_type == 'ent_prop': continue
+         if ent_type == 'ent_font': continue
+         if ent_type == 'ent_font_variant': continue
+         if ent_type == 'ent_menuitem': continue
+         if ent_type == 'ent_objective': continue
+         if ent_type == 'ent_region': continue
+
+         #TODO: This is messy.
+         if ent_type == 'ent_gate':#{
+            obj_data = obj.SR_data.ent_gate[0]
+            if obj_data.custom: continue
          #}
+         #--------------------------
+
+         print( F'[SR] {i: 3}/{mesh_count} {obj.name:<40}' )
+         sr_compile_mesh( obj )
       #}
    #}
 
-   elif 'bone' in node_def:
-   #{
-      obj      = node_def['bone']
-      obj_type = 'BONE'
-      obj_co   = obj.head_local
-      obj_classtype = 'classtype_bone'
+   audio_clip_count = 0
+   entity_file_ref_count = 0
+
+   for ent_type, arr in sr_compile.entities.items():#{
+      print(F"[SR] Compiling {len(arr)} {ent_type}{'s' if len(arr)>1 else ''}")
+
+      for i in range(len(arr)):#{
+         obj = arr[i]
+
+         print( F"[SR] {i+1: 3}/{len(arr)} {obj.name:<40} ",end='\r' )
+
+         if ent_type == 'mdl_armature': sr_compile_armature(obj)
+         elif ent_type == 'ent_light': #{
+            light = ent_light()
+            compile_obj_transform( obj, light.transform )
+            light.daytime = obj.data.SR_data.daytime
+            if obj.data.type == 'POINT':#{
+               light.type = 0
+            #}
+            elif obj.data.type == 'SPOT':#{
+               light.type = 1
+               light.angle = obj.data.spot_size*0.5
+            #}
+            light.range = obj.data.cutoff_distance
+            light.colour[0] = obj.data.color[0]
+            light.colour[1] = obj.data.color[1]
+            light.colour[2] = obj.data.color[2]
+            light.colour[3] = obj.data.energy
+            sr_ent_push( light )
+         #}
+         elif ent_type == 'ent_camera': #{
+            cam = ent_camera()
+            compile_obj_transform( obj, cam.transform )
+            cam.fov = obj.data.angle * 45.0
+            sr_ent_push(cam)
+         #}
+         elif ent_type == 'ent_gate': #{
+            gate = ent_gate()
+            obj_data = obj.SR_data.ent_gate[0]
+            mesh_data = obj.data.SR_data.ent_gate[0]
+
+            flags = 0x0000
+
+            if obj_data.tipo == 'default':#{
+               if obj_data.target:#{
+                  gate.target = sr_compile.entity_ids[obj_data.target.name]
+                  flags |= 0x0001
+               #}
+            #}
+            elif obj_data.tipo == 'nonlocal':#{
+               gate.target = 0
+               gate.key = sr_compile_string(obj_data.key)
+               flags |= 0x0002
+            #}
+
+            if obj_data.flip:   flags |= 0x0004
+            if obj_data.custom:#{
+               flags |= 0x0008
+               gate.submesh_start, gate.submesh_count, _ = \
+                     sr_compile_mesh_internal( obj )
+            #}
+            if obj_data.locked: flags |= 0x0010
+            gate.flags = flags
+            
+            gate.dimensions[0] = mesh_data.dimensions[0]
+            gate.dimensions[1] = mesh_data.dimensions[1]
+            gate.dimensions[2] = mesh_data.dimensions[2]
+
+            q  = [obj.matrix_local.to_quaternion(), (0,0,0,1)]
+            co = [obj.matrix_world @ Vector((0,0,0)), (0,0,0)]
+
+            if obj_data.target:#{
+               q[1] = obj_data.target.matrix_local.to_quaternion()
+               co[1]= obj_data.target.matrix_world @ Vector((0,0,0))
+            #}
+            
+            # Setup transform
+            #
+            for x in range(2):#{
+               gate.co[x][0] =  co[x][0]
+               gate.co[x][1] =  co[x][2]
+               gate.co[x][2] = -co[x][1]
+               gate.q[x][0]  =  q[x][1]
+               gate.q[x][1]  =  q[x][3]
+               gate.q[x][2]  = -q[x][2]
+               gate.q[x][3]  =  q[x][0]
+            #}
+
+            sr_ent_push( gate )
+         #}
+         elif ent_type == 'ent_spawn': #{
+            spawn = ent_spawn()
+            compile_obj_transform( obj, spawn.transform )
+            obj_data = obj.SR_data.ent_spawn[0]
+            spawn.pstr_name = sr_compile_string( obj_data.alias )
+            sr_ent_push( spawn )
+         #}
+         elif ent_type == 'ent_water':#{
+            water = ent_water()
+            compile_obj_transform( obj, water.transform )
+            water.max_dist = 0.0
+            sr_ent_push( water )
+         #}
+         elif ent_type == 'ent_audio':#{
+            obj_data = obj.SR_data.ent_audio[0]
+            audio = ent_audio()
+            compile_obj_transform( obj, audio.transform )
+            audio.clip_start = audio_clip_count
+            audio.clip_count = len(obj_data.files)
+            audio_clip_count += audio.clip_count
+            audio.max_channels = obj_data.max_channels
+            audio.volume = obj_data.volume
+
+            # TODO flags: 
+            #   - allow/disable doppler
+            #   - channel group tags with random colours
+            #   - transition properties
+
+            if obj_data.flag_loop: audio.flags |= 0x1
+            if obj_data.flag_nodoppler: audio.flags |= 0x2
+            if obj_data.flag_3d: audio.flags |= 0x4
+            if obj_data.flag_auto: audio.flags |= 0x8
+            if   obj_data.formato == '0': audio.flags |= 0x000
+            elif obj_data.formato == '1': audio.flags |= 0x400
+            elif obj_data.formato == '2': audio.flags |= 0x1000
+
+            audio.channel_behaviour = int(obj_data.channel_behaviour)
+            if audio.channel_behaviour >= 1:#{
+               audio.group = obj_data.group
+            #}
+            if audio.channel_behaviour == 2:#{
+               audio.crossfade = obj_data.transition_duration
+            #}
+            audio.probability_curve = int(obj_data.probability_curve)
+
+            for ci in range(audio.clip_count):#{
+               entry = obj_data.files[ci]
+               clip = ent_audio_clip()
+               clip.probability = entry.probability
+               if obj_data.formato == '2':#{
+                  sr_pack_file( clip._anon.file, '', vg_str_bin(entry.path) ) 
+               #}
+               else:#{
+                  clip._anon.file.path = sr_compile_string( entry.path )
+                  clip._anon.file.pack_offset = 0
+                  clip._anon.file.pack_size = 0
+               #}
+               sr_ent_push( clip )
+            #}
+            sr_ent_push( audio )
+         #}
+         elif ent_type == 'ent_volume':#{
+            obj_data = obj.SR_data.ent_volume[0]
+            volume = ent_volume()
+            volume.type = int(obj_data.subtype)
+            compile_obj_transform( obj, volume.transform )
+
+            if obj_data.target:#{
+               volume.target = sr_entity_id( obj_data.target )
+               volume._anon.trigger.event = obj_data.target_event
+               volume._anon.trigger.event_leave = obj_data.target_event_leave
+            #}
+
+            sr_ent_push(volume)
+         #}
+         elif ent_type == 'ent_marker':#{
+            marker = ent_marker()
+            marker.name = sr_compile_string( obj.SR_data.ent_marker[0].alias )
+            compile_obj_transform( obj, marker.transform )
+            sr_ent_push(marker)
+         #}
+         elif ent_type == 'ent_skateshop':#{
+            skateshop = ent_skateshop()
+            obj_data = obj.SR_data.ent_skateshop[0]
+            skateshop.type = int(obj_data.tipo)
+            if skateshop.type == 0:#{
+               boardshop = skateshop._anonymous_union.boards
+               boardshop.id_display = sr_entity_id( obj_data.mark_display )
+               boardshop.id_info = sr_entity_id( obj_data.mark_info )
+               boardshop.id_rack = sr_entity_id( obj_data.mark_rack )
+            #}
+            elif skateshop.type == 1:#{
+               charshop = skateshop._anonymous_union.character
+               charshop.id_display = sr_entity_id( obj_data.mark_display )
+               charshop.id_info = sr_entity_id( obj_data.mark_info )
+            #}
+            elif skateshop.type == 2:#{
+               worldshop = skateshop._anonymous_union.worlds
+               worldshop.id_display = sr_entity_id( obj_data.mark_display )
+               worldshop.id_info = sr_entity_id( obj_data.mark_info )
+            #}
+            elif skateshop.type == 3:#{
+               server = skateshop._anonymous_union.server
+               server.id_lever = sr_entity_id( obj_data.mark_display )
+            #}
+            skateshop.id_camera = sr_entity_id( obj_data.cam )
+            compile_obj_transform( obj, skateshop.transform )
+            sr_ent_push(skateshop)
+         #}
+         elif ent_type == 'ent_swspreview':#{
+            workshop_preview = ent_swspreview()
+            obj_data = obj.SR_data.ent_swspreview[0]
+            workshop_preview.id_display = sr_entity_id( obj_data.mark_display )
+            workshop_preview.id_display1 = sr_entity_id( obj_data.mark_display1)
+            workshop_preview.id_camera = sr_entity_id( obj_data.cam )
+            sr_ent_push( workshop_preview )
+         #}
+         elif ent_type == 'ent_worldinfo':#{
+            worldinfo = ent_worldinfo()
+            obj_data = obj.SR_data.ent_worldinfo[0]
+            worldinfo.pstr_name = sr_compile_string( obj_data.name )
+            worldinfo.pstr_author = sr_compile_string( obj_data.author )
+            worldinfo.pstr_desc = sr_compile_string( obj_data.desc )
+
+            flags = 0x00
+
+            if obj_data.fix_time:#{
+               worldinfo.timezone = obj_data.fixed_time
+               flags |= 0x1
+            #}
+            else:
+               worldinfo.timezone = obj_data.timezone
+
+            worldinfo.flags = flags
+            worldinfo.pstr_skybox = sr_compile_string( obj_data.skybox )
+            sr_ent_push( worldinfo )
+         #}
+         elif ent_type == 'ent_ccmd':#{
+            ccmd = ent_ccmd()
+            obj_data = obj.SR_data.ent_ccmd[0]
+            ccmd.pstr_command = sr_compile_string( obj_data.command )
+            sr_ent_push( ccmd )
+         #}
+         elif ent_type == 'ent_objective':#{
+            objective = ent_objective()
+            obj_data = obj.SR_data.ent_objective[0]
+            objective.id_next = sr_entity_id( obj_data.proxima )
+            objective.id_win = sr_entity_id( obj_data.target )
+            objective.win_event = obj_data.target_event
+            objective.filter = int(obj_data.filtrar)
+            objective.filter2 = 0
+            objective.time_limit = obj_data.time_limit
+
+            compile_obj_transform( obj, objective.transform )
+            objective.submesh_start, objective.submesh_count, _ = \
+                  sr_compile_mesh_internal( obj )
+
+            sr_ent_push( objective )
+         #}
+         elif ent_type == 'ent_challenge':#{
+            challenge = ent_challenge()
+            obj_data = obj.SR_data.ent_challenge[0]
+            compile_obj_transform( obj, challenge.transform )
+            challenge.pstr_alias = sr_compile_string( obj_data.alias )
+            challenge.target = sr_entity_id( obj_data.target )
+            challenge.target_event = obj_data.target_event
+            challenge.reset = sr_entity_id( obj_data.reset )
+            challenge.reset_event = obj_data.reset_event
+            challenge.first = sr_entity_id( obj_data.first )
+            challenge.flags = 0x00
+            challenge.camera = sr_entity_id( obj_data.camera )
+            if obj_data.time_limit: challenge.flags |= 0x01
+            challenge.status = 0
+            sr_ent_push( challenge )
+         #}
+         elif ent_type == 'ent_region':#{
+            region = ent_region()
+            obj_data = obj.SR_data.ent_region[0]
+            compile_obj_transform( obj, region.transform )
+            region.submesh_start, region.submesh_count, _ = \
+                  sr_compile_mesh_internal( obj )
+            region.pstr_title = sr_compile_string( obj_data.title )
+            region.zone_volume = sr_entity_id( obj_data.zone_volume )
+            region.target0[0] = sr_entity_id( obj_data.target0 )
+            region.target0[1] = obj_data.target0_event
+            sr_ent_push( region )
+         #}
+         elif ent_type == 'ent_relay':#{
+            relay = ent_relay()
+            obj_data = obj.SR_data.ent_relay[0]
+            relay.targets[0][0] = sr_entity_id( obj_data.target0 )
+            relay.targets[1][0] = sr_entity_id( obj_data.target1 )
+            relay.targets[2][0] = sr_entity_id( obj_data.target2 )
+            relay.targets[3][0] = sr_entity_id( obj_data.target3 )
+            relay.targets[0][1] = obj_data.target0_event
+            relay.targets[1][1] = obj_data.target1_event
+            relay.targets[2][1] = obj_data.target2_event
+            relay.targets[3][1] = obj_data.target3_event
+            sr_ent_push( relay )
+         #}
+         # elif ent_type == 'ent_list':#{
+         #    lista = ent_list()
+         #    obj_data = obj.SR_data.ent_list[0]
+
+         #    lista.entity_ref_start = entity_file_ref_count
+         #    lista.entity_ref_count = len( obj_data.entities )
+         #    entity_file_ref_count += lista.entity_ref_count
+
+         #    for child in obj_data.entities:#{
+         #       reference_struct = file_entity_ref()
+         #       reference_struct.index = sr_entity_id( child.target )
+         #       sr_ent_push( reference_struct )
+         #    #}
+
+         #    sr_ent_push( lista )
+         # #}
+         elif ent_type == 'ent_glider':#{
+            glider = ent_glider()
+            compile_obj_transform( obj, glider.transform )
+            sr_ent_push( glider )
+         #}
+         elif ent_type == 'ent_npc':#{
+            obj_data = obj.SR_data.ent_npc[0]
+            npc = ent_npc()
+            compile_obj_transform( obj, npc.transform )
+            npc.id = obj_data.au
+            npc.context = obj_data.context
+            npc.camera = sr_entity_id( obj_data.cam )
+            sr_ent_push( npc )
+         #}
+         elif ent_type == 'ent_cubemap':#{
+            cubemap = ent_cubemap()
+            co = obj.matrix_world @ Vector((0,0,0))
+            cubemap.co[0] =  co[0]
+            cubemap.co[1] =  co[2]
+            cubemap.co[2] = -co[1]
+            cubemap.resolution = 0
+            cubemap.live = 60
+            sr_ent_push( cubemap )
+         #}
+         elif ent_type == 'ent_miniworld':#{
+            miniworld = ent_miniworld()
+            obj_data = obj.SR_data.ent_miniworld[0]
+
+            compile_obj_transform( obj, miniworld.transform )
+            miniworld.pstr_world = sr_compile_string( obj_data.world )
+            miniworld.proxy = sr_entity_id( obj_data.proxy )
+            miniworld.camera = sr_entity_id( obj_data.camera )
+            sr_ent_push( miniworld )
+         #}
+         elif ent_type == 'ent_prop':#{
+            prop = ent_prop()
+            obj_data = obj.SR_data.ent_prop[0]
+            compile_obj_transform( obj, prop.transform )
+            prop.submesh_start, prop.submesh_count, _ = \
+                  sr_compile_mesh_internal( obj )
+            prop.flags = obj_data.flags
+            prop.pstr_alias = sr_compile_string( obj_data.alias )
+            sr_ent_push( prop )
+         #}
+      #}
+   #}
+
+   sr_compile_menus( collection )
+   sr_compile_fonts( collection )
+
+   def _children( col ):#{
+      yield col
+      for c in col.children:#{
+         yield from _children(c)
+      #}
+   #}
+
+   checkpoint_count = 0
+   pathindice_count = 0
+   routenode_count = 0
+
+   for col in _children(collection):#{
+      print( F"Adding routes for subcollection: {col.name}" )
+      route_gates = []
+      route_curves = []
+      routes = []
+      traffics = []
+
+      for obj in col.objects:#{
+         if obj.type == 'ARMATURE': pass
+         else:#{
+            ent_type = obj_ent_type( obj )
+
+            if ent_type == 'ent_gate':
+               route_gates += [obj]
+            elif ent_type == 'ent_route_node':#{
+               if obj.type == 'CURVE':#{
+                  route_curves += [obj]
+               #}
+            #}
+            elif ent_type == 'ent_route':
+               routes += [obj]
+            elif ent_type == 'ent_traffic':
+               traffics += [obj]
+         #}
+      #}
+
+      dij = create_node_graph( route_curves, route_gates )
+      
+      for obj in routes:#{
+         obj_data = obj.SR_data.ent_route[0]
+         route = ent_route()
+         route.pstr_name = sr_compile_string( obj_data.alias )
+         route.checkpoints_start = checkpoint_count
+         route.checkpoints_count = 0
+         route.id_camera = sr_entity_id( obj_data.cam )
+
+         for ci in range(3):
+            route.colour[ci] = obj_data.colour[ci]
+         route.colour[3] = 1.0
+
+         compile_obj_transform( obj, route.transform )
+         checkpoints = obj_data.gates
+
+         for i in range(len(checkpoints)):#{
+            gi = checkpoints[i].target
+            gj = checkpoints[(i+1)%len(checkpoints)].target
+            gate = gi
+
+            if gi:#{
+               dest = gi.SR_data.ent_gate[0].target
+               gi = dest
+            #}
+
+            if gi==gj: continue # error?
+            if not gi or not gj: continue
+
+            checkpoint = ent_checkpoint()
+            checkpoint.gate_index = sr_compile.entity_ids[gate.name]
+            checkpoint.path_start = pathindice_count
+            checkpoint.path_count = 0
+            
+            path = solve_graph( dij, gi.name, gj.name )
+
+            if path:#{
+               for pi in range(len(path)):#{
+                  pathindice = ent_path_index()
+                  pathindice.index = routenode_count + path[pi]
+                  sr_ent_push( pathindice )
+
+                  checkpoint.path_count += 1
+                  pathindice_count += 1
+               #}
+            #}
+            
+            sr_ent_push( checkpoint )
+            route.checkpoints_count += 1
+            checkpoint_count += 1
+         #}
+
+         sr_ent_push( route )
+      #}
+
+      for obj in traffics:#{
+         traffic = ent_traffic()
+         compile_obj_transform( obj, traffic.transform )
+         traffic.submesh_start, traffic.submesh_count, _ = \
+               sr_compile_mesh_internal( obj )
+         
+         # find best subsection
+         
+         graph_keys = list(dij.graph)
+         min_dist = 100.0
+         best_point = 0
+
+         for j in range(len(dij.points)):#{
+            point = dij.points[j]
+            dist = (point-obj.location).magnitude
+
+            if dist < min_dist:#{
+               min_dist = dist
+               best_point = j
+            #}
+         #}
+
+         # scan to each edge
+         best_begin = best_point
+         best_end = best_point
+
+         while True:#{
+            map0 = dij.subsections[best_begin]
+            if map0[1] == -1: break
+            best_begin = map0[1]
+         #}
+         while True:#{
+            map1 = dij.subsections[best_end]
+            if map1[2] == -1: break
+            best_end = map1[2]
+         #}
+
+         traffic.start_node = routenode_count + best_begin
+         traffic.node_count = best_end - best_begin
+         traffic.index = best_point - best_begin
+         traffic.speed = obj.SR_data.ent_traffic[0].speed
+         traffic.t = 0.0
+
+         sr_ent_push(traffic)
+      #}
+
+      for point in dij.points:#{
+         rn = ent_route_node()
+         rn.co[0] =  point[0]
+         rn.co[1] =  point[2]
+         rn.co[2] = -point[1]
+         sr_ent_push( rn )
+      #}
+
+      routenode_count += len(dij.points)
+   #}
+
+   print( F"[SR] Writing file" )
+
+   file_array_instructions = {}
+   file_offset = 0
+
+   def _write_array( name, item_size, data ):#{
+      nonlocal file_array_instructions, file_offset
+
+      count = len(data)//item_size
+      file_array_instructions[name] = {'count':count, 'size':item_size,\
+                                       'data':data, 'offset': file_offset}
+      file_offset += len(data)
+      file_offset = int_align_to( file_offset, 8 )
+   #}
+
+   _write_array( 'strings', 1, sr_compile.string_data )
+   _write_array( 'mdl_mesh', sizeof(mdl_mesh), sr_compile.mesh_data )
+   _write_array( 'mdl_submesh', sizeof(mdl_submesh), sr_compile.submesh_data )
+   _write_array( 'mdl_material', sizeof(mdl_material), sr_compile.material_data)
+   _write_array( 'mdl_texture', sizeof(mdl_texture), sr_compile.texture_data)
+   _write_array( 'mdl_armature', sizeof(mdl_armature), sr_compile.armature_data)
+   _write_array( 'mdl_bone', sizeof(mdl_bone), sr_compile.bone_data )
+
+   for name, buffer in sr_compile.entity_data.items():#{
+      _write_array( name, sr_compile.entity_info[name]['size'], buffer )
+   #}
+
+   _write_array( 'mdl_animation', sizeof(mdl_animation), sr_compile.anim_data)
+   _write_array( 'mdl_keyframe', sizeof(mdl_transform),sr_compile.keyframe_data)
+   _write_array( 'mdl_vert', sizeof(mdl_vert), sr_compile.vertex_data )
+   _write_array( 'mdl_indice', sizeof(c_uint32), sr_compile.indice_data )
+   _write_array( 'pack', 1, sr_compile.pack_data )
+
+   header_size = int_align_to( sizeof(mdl_header), 8 )
+   index_size = int_align_to( sizeof(mdl_array)*len(file_array_instructions),8 )
+
+   folder = bpy.path.abspath(bpy.context.scene.SR_data.export_dir)
+   path = F"{folder}{collection.name}.mdl"
+   print( path )
+
+   os.makedirs(os.path.dirname(path),exist_ok=True)
+   fp = open( path, "wb" )
+   header = mdl_header()
+   header.version = MDL_VERSION_NR
+   sr_array_title( header.arrays, \
+                   'index', len(file_array_instructions), \
+                   sizeof(mdl_array), header_size )
+
+   fp.write( bytearray_align_to( bytearray(header), 8 ) )
+
+   print( F'[SR] {"name":>16}|    count | offset' )
+   index = bytearray()
+   for name,info in file_array_instructions.items():#{
+      arr = mdl_array()
+      offset = info['offset'] + header_size + index_size
+      sr_array_title( arr, name, info['count'], info['size'], offset )
+      index.extend( bytearray(arr) )
+
+      print( F'[SR] {name:>16}| {info["count"]: 8} '+\
+             F'  0x{info["offset"]:02x}' )
+   #}
+   fp.write( bytearray_align_to( index, 8 ) )
+   #bytearray_print_hex( index )
+
+   for name,info in file_array_instructions.items():#{
+      fp.write( bytearray_align_to( info['data'], 8 ) )
+   #}
+
+   fp.close()
+
+   print( '[SR] done' )
+#}
+
+class SR_SCENE_SETTINGS(bpy.types.PropertyGroup):
+#{
+   use_hidden: bpy.props.BoolProperty( name="use hidden", default=False )
+   export_dir: bpy.props.StringProperty( name="Export Dir", subtype='DIR_PATH' )
+   gizmos: bpy.props.BoolProperty( name="Draw Gizmos", default=False )
+
+   panel: bpy.props.EnumProperty(
+        name='Panel',
+        description='',
+        items=[
+            ('EXPORT', 'Export', '', 'MOD_BUILD',0),
+            ('ENTITY', 'Entity', '', 'MONKEY',1),
+            ('SETTINGS', 'Settings', 'Settings', 'PREFERENCES',2),
+        ],
+    )
+#}
+
+class SR_COLLECTION_SETTINGS(bpy.types.PropertyGroup):
+#{
+   pack_textures: bpy.props.BoolProperty( name="Pack Textures", default=False )
+   animations:    bpy.props.BoolProperty( name="Export animation", default=True)
+#}
+
+def sr_get_mirror_bone( bones ):
+#{
+   side = bones.active.name[-1:]
+   other_name = bones.active.name[:-1]
+   if side == 'L': other_name += 'R'
+   elif side == 'R': other_name += 'L'
+   else: return None
+
+   for b in bones:#{
+      if b.name == other_name:
+         return b
+   #}
+   
+   return None
+#}
+
+class SR_MIRROR_BONE_X(bpy.types.Operator):
+#{
+   bl_idname="skaterift.mirror_bone"
+   bl_label="Mirror bone attributes - SkateRift"
+
+   def execute(_,context):
+   #{
+      active_object = context.active_object
+      bones = active_object.data.bones
+      a = bones.active
+      b = sr_get_mirror_bone( bones )
+
+      if not b: return {'FINISHED'}
+
+      b.SR_data.collider = a.SR_data.collider
+
+      def _v3copyflipy( a, b ):#{
+         b[0] =  a[0]
+         b[1] = -a[1]
+         b[2] =  a[2]
+      #}
+
+      _v3copyflipy( a.SR_data.collider_min, b.SR_data.collider_min )
+      _v3copyflipy( a.SR_data.collider_max, b.SR_data.collider_max )
+      b.SR_data.collider_min[1] = -a.SR_data.collider_max[1]
+      b.SR_data.collider_max[1] = -a.SR_data.collider_min[1]
+
+      b.SR_data.cone_constraint = a.SR_data.cone_constraint
+
+      _v3copyflipy( a.SR_data.conevx, b.SR_data.conevy )
+      _v3copyflipy( a.SR_data.conevy, b.SR_data.conevx )
+      _v3copyflipy( a.SR_data.coneva, b.SR_data.coneva )
+
+      b.SR_data.conet = a.SR_data.conet
+
+      # redraw
+      ob = bpy.context.scene.objects[0]
+      ob.hide_render = ob.hide_render
+      return {'FINISHED'}
+   #}
+#}
+
+class SR_COMPILE(bpy.types.Operator):
+#{
+   bl_idname="skaterift.compile_all"
+   bl_label="Compile All"
+
+   def execute(_,context):
+   #{
+      view_layer = bpy.context.view_layer
+      for col in view_layer.layer_collection.children["export"].children:
+         if not col.hide_viewport or bpy.context.scene.SR_data.use_hidden:
+            sr_compile( bpy.data.collections[col.name] )
+
+      return {'FINISHED'}
+   #}
+#}
+
+class SR_COMPILE_THIS(bpy.types.Operator):
+#{
+   bl_idname="skaterift.compile_this"
+   bl_label="Compile This collection"
+
+   def execute(_,context):
+   #{
+      col = bpy.context.collection
+      sr_compile( col )
+
+      return {'FINISHED'}
+   #}
+#}
+
+class SR_INTERFACE(bpy.types.Panel):
+#{
+   bl_idname = "VIEW3D_PT_skate_rift"
+   bl_label = "Skate Rift"
+   bl_space_type = 'VIEW_3D'
+   bl_region_type = 'UI'
+   bl_category = "Skate Rift"
+
+   def draw(_, context):
+   #{
+      # Compiler section
+
+      row = _.layout.row()
+      row.scale_y = 1.75
+      row.prop( context.scene.SR_data, 'panel', expand=True )
+
+      if context.scene.SR_data.panel == 'SETTINGS': #{
+         _.layout.prop( context.scene.SR_data, 'gizmos' )
+      #}
+      elif context.scene.SR_data.panel == 'EXPORT': #{
+         _.layout.prop( context.scene.SR_data, "export_dir" )
+         col = bpy.context.collection
+
+         found_in_export = False
+         export_count = 0
+         view_layer = bpy.context.view_layer
+         for c1 in view_layer.layer_collection.children["export"].children: #{
+            if not c1.hide_viewport or bpy.context.scene.SR_data.use_hidden:
+               export_count += 1
+
+            if c1.name == col.name: #{
+               found_in_export = True
+            #}
+         #}
+
+         box = _.layout.box()
+         row = box.row()
+         row.alignment = 'CENTER'
+         row.scale_y = 1.5
+
+         if found_in_export: #{
+            row.label( text=col.name + ".mdl" )
+            box.prop( col.SR_data, "pack_textures" )
+            box.prop( col.SR_data, "animations" )
+            box.operator( "skaterift.compile_this" )
+         #}
+         else: #{
+            row.enabled=False
+            row.label( text=col.name )
+
+            row = box.row()
+            row.enabled=False
+            row.alignment = 'CENTER'
+            row.scale_y = 1.5
+            row.label( text="This collection is not in the export group" )
+         #}
+
+         box = _.layout.box()
+         row = box.row()
+
+         split = row.split( factor=0.3, align=True )
+         split.prop( context.scene.SR_data, "use_hidden", text="hidden" )
+         
+         row1 = split.row()
+         if export_count == 0:
+            row1.enabled=False
+         row1.operator( "skaterift.compile_all", \
+                           text=F"Compile all ({export_count} collections)" )
+      #}
+      elif context.scene.SR_data.panel == 'ENTITY': #{
+         active_object = context.active_object
+         if not active_object: return
+
+         amount = max( 0, len(context.selected_objects)-1 )
+         
+         row = _.layout.row()
+         row.operator( 'skaterift.copy_entity_data', \
+               text=F'Copy entity data to {amount} other objects' )
+         if amount == 0: row.enabled=False
+
+         box = _.layout.box()
+         row = box.row()
+         row.alignment = 'CENTER'
+         row.label( text=active_object.name )
+         row.scale_y = 1.5
+
+         def _draw_prop_collection( source, data ): #{
+            nonlocal box
+            row = box.row()
+            row.alignment = 'CENTER'
+            row.enabled = False
+            row.scale_y = 1.5
+            row.label( text=F'{source}' )
+            
+            if hasattr(type(data[0]),'sr_inspector'):#{
+               type(data[0]).sr_inspector( box, data )
+            #}
+            else:#{
+               for a in data[0].__annotations__:
+                  box.prop( data[0], a )
+            #}
+         #}
+
+         if active_object.type == 'ARMATURE': #{
+            if active_object.mode == 'POSE': #{
+               bones = active_object.data.bones
+               mb = sr_get_mirror_bone( bones )
+               if mb:#{
+                  box.operator( "skaterift.mirror_bone", \
+                                 text=F'Mirror attributes to {mb.name}' )
+               #}
+
+               _draw_prop_collection( \
+                     F'bpy.types.Bone["{bones.active.name}"].SR_data',\
+                     [bones.active.SR_data ] )
+            #}
+            else: #{
+               row = box.row()
+               row.alignment='CENTER'
+               row.scale_y=2.0
+               row.enabled=False
+               row.label( text="Enter pose mode to modify bone properties" )
+            #}
+         #}
+         elif active_object.type == 'LIGHT': #{
+            _draw_prop_collection( \
+                  F'bpy.types.Light["{active_object.data.name}"].SR_data', \
+                  [active_object.data.SR_data] )
+         #}
+         elif active_object.type in ['EMPTY','CURVE','MESH']:#{
+            box.prop( active_object.SR_data, "ent_type" )
+            ent_type = active_object.SR_data.ent_type
+            
+            col = getattr( active_object.SR_data, ent_type, None )
+            if col != None and len(col)!=0: 
+               _draw_prop_collection( \
+         F'bpy.types.Object["{active_object.name}"].SR_data.{ent_type}[0]', \
+         col )
+
+            if active_object.type == 'MESH':#{
+               col = getattr( active_object.data.SR_data, ent_type, None )
+               if col != None and len(col)!=0: 
+                  _draw_prop_collection( \
+         F'bpy.types.Mesh["{active_object.data.name}"].SR_data.{ent_type}[0]', \
+         col )
+            #}
+         #}
+      #}
+   #}
+#}
+
+class SR_MATERIAL_PANEL(bpy.types.Panel):
+#{
+   bl_label="Skate Rift material"
+   bl_idname="MATERIAL_PT_sr_material"
+   bl_space_type='PROPERTIES'
+   bl_region_type='WINDOW'
+   bl_context="material"
+   
+   def draw(_,context):
+   #{
+      active_object = bpy.context.active_object
+      if active_object == None: return
+      active_mat = active_object.active_material
+      if active_mat == None: return
+
+      info = material_info( active_mat )
+
+      if 'tex_diffuse' in info:#{
+         _.layout.label( icon='INFO', \
+            text=F"{info['tex_diffuse'].name} will be compiled" )
+      #}
+
+      _.layout.prop( active_mat.SR_data, "shader" )
+      _.layout.prop( active_mat.SR_data, "surface_prop" )
+      _.layout.prop( active_mat.SR_data, "collision" )
+
+      if active_mat.SR_data.collision:#{
+         box = _.layout.box()
+         row = box.row()
+
+         if (active_mat.SR_data.shader != 'invisible') and \
+            (active_mat.SR_data.shader != 'boundary') and \
+            (active_mat.SR_data.shader != 'walking'):#{
+            row.prop( active_mat.SR_data, "skate_surface" )
+            row.prop( active_mat.SR_data, "grind_surface" )
+            row.prop( active_mat.SR_data, "grow_grass" )
+            row.prop( active_mat.SR_data, "preview_visibile" )
+         #}
+      #}
+
+      if active_mat.SR_data.shader == "terrain_blend":#{
+         box = _.layout.box()
+         box.prop( active_mat.SR_data, "blend_offset" )
+         box.prop( active_mat.SR_data, "sand_colour" )
+      #}
+      elif active_mat.SR_data.shader == "vertex_blend":#{
+         box = _.layout.box()
+         box.label( icon='INFO', text="Uses vertex colours, the R channel" )
+         box.prop( active_mat.SR_data, "blend_offset" )
+      #}
+      elif active_mat.SR_data.shader == "water":#{
+         box = _.layout.box()
+         box.label( icon='INFO', text="Depth scale of 16 meters" )
+         box.prop( active_mat.SR_data, "shore_colour" )
+         box.prop( active_mat.SR_data, "ocean_colour" )
+      #}
+      elif active_mat.SR_data.shader == "cubemap":#{
+         box = _.layout.box()
+         box.prop( active_mat.SR_data, "cubemap" )
+         box.prop( active_mat.SR_data, "tint" )
+      #}
+
+      _.layout.label( text="" )
+      _.layout.label( text="advanced (you probably don't want to edit these)" )
+      _.layout.prop( active_mat.SR_data, "tex_diffuse_rt" )
+   #}
+#}
+
+def sr_get_type_enum( scene, context ):
+#{
+   items = [('none','None',"")]
+   mesh_entities=['ent_gate','ent_water']
+   point_entities=['ent_spawn','ent_route_node','ent_route']
+
+   for e in point_entities: items += [(e,e,'')]
+
+   if context.scene.SR_data.panel == 'ENTITY': #{
+      if context.active_object.type == 'MESH': #{
+         for e in mesh_entities: items += [(e,e,'')]
+      #}
+   #}
+   else: #{
+      for e in mesh_entities: items += [(e,e,'')]
+   #}
+
+   return items
+#}
+
+def sr_on_type_change( _, context ):
+#{
+   obj = context.active_object
+   ent_type = obj.SR_data.ent_type
+   if ent_type == 'none': return
+   if obj.type == 'MESH':#{
+      col = getattr( obj.data.SR_data, ent_type, None )
+      if col != None and len(col)==0: col.add()
+   #}
+   
+   col = getattr( obj.SR_data, ent_type, None )
+   if col != None and len(col)==0: col.add()
+#}
+
+class SR_OBJECT_ENT_SPAWN(bpy.types.PropertyGroup):
+#{
+   alias: bpy.props.StringProperty( name='alias' )
+#}
+
+class SR_OBJECT_ENT_GATE(bpy.types.PropertyGroup):
+#{
+   target: bpy.props.PointerProperty( \
+               type=bpy.types.Object, name="destination", \
+               poll=lambda self,obj: sr_filter_ent_type(obj,['ent_gate']))
+
+   key: bpy.props.StringProperty()
+   tipo: bpy.props.EnumProperty(items=(('default', 'Default', ""),
+                                       ('nonlocal', 'Non-Local', "")))
+
+   flip: bpy.props.BoolProperty( name="Flip exit", default=False )
+   custom: bpy.props.BoolProperty( name="Mesh is surface", default=False )
+   locked: bpy.props.BoolProperty( name="Start Locked", default=False )
+
+   @staticmethod
+   def sr_inspector( layout, data ):
+   #{
+      box = layout.box()
+      box.prop( data[0], 'tipo', text="subtype" )
+
+      if   data[0].tipo == 'default':  box.prop( data[0], 'target' )
+      elif data[0].tipo == 'nonlocal': box.prop( data[0], 'key' )
+
+      flags = box.box()
+      flags.prop( data[0], 'flip' )
+      flags.prop( data[0], 'custom' )
+      flags.prop( data[0], 'locked' )
+   #}
+#}
+
+class SR_MESH_ENT_GATE(bpy.types.PropertyGroup):
+#{
+   dimensions: bpy.props.FloatVectorProperty(name="dimensions",size=3)
+#}
+
+class SR_OBJECT_ENT_ROUTE_ENTRY(bpy.types.PropertyGroup):
+#{
+   target: bpy.props.PointerProperty( \
+               type=bpy.types.Object, name='target', \
+               poll=lambda self,obj: sr_filter_ent_type(obj,['ent_gate']))
+#}
+
+class SR_OBJECT_ENT_MINIWORLD(bpy.types.PropertyGroup):
+#{
+   world: bpy.props.StringProperty( name='world UID' )
+   proxy: bpy.props.PointerProperty( \
+               type=bpy.types.Object, name='proxy', \
+               poll=lambda self,obj: sr_filter_ent_type(obj,['ent_prop']))
+   camera: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Camera", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
+#}
+
+class SR_UL_ROUTE_NODE_LIST(bpy.types.UIList):
+#{
+   bl_idname = 'SR_UL_ROUTE_NODE_LIST'
+
+   def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
+   #{
+      layout.prop( item, 'target', text='', emboss=False )
+   #}
+#}
+
+def internal_listdel_execute(self,context,ent_name,collection_name):
+#{
+   active_object = context.active_object
+   data = getattr(active_object.SR_data,ent_name)[0]
+   lista = getattr(data,collection_name)
+   index = getattr(data,F'{collection_name}_index')
+
+   lista.remove(index)
+
+   setattr(data,F'{collection_name}_index', min(max(0,index-1), len(lista)-1))
+   return{'FINISHED'}
+#}
+
+def internal_listadd_execute(self,context,ent_name,collection_name):
+#{
+   active_object = context.active_object
+   getattr(getattr(active_object.SR_data,ent_name)[0],collection_name).add()
+   return{'FINISHED'}
+#}
+
+def copy_propgroup( de, to ):
+#{
+   for a in de.__annotations__:#{
+      if isinstance(getattr(de,a), bpy.types.bpy_prop_collection):#{
+         ca = getattr(de,a)
+         cb = getattr(to,a)
+
+         while len(cb) != len(ca):#{
+            if len(cb) < len(ca): cb.add()
+            else: cb.remove(0)
+         #}
+         for i in range(len(ca)):#{
+            copy_propgroup(ca[i],cb[i])
+         #}
+      #}
+      else:#{
+         setattr(to,a,getattr(de,a))
+      #}
+   #}
+#}
+
+class SR_OT_COPY_ENTITY_DATA(bpy.types.Operator):
+#{
+   bl_idname = "skaterift.copy_entity_data"
+   bl_label = "Copy entity data"
+   
+   def execute(self, context):#{
+      data = context.active_object.SR_data
+      new_type = data.ent_type
+      print( F"Copy entity data from: {context.active_object.name}" )
+
+      for obj in context.selected_objects:#{
+         if obj != context.active_object:#{
+            print( F"   To: {obj.name}" )
+
+            obj.SR_data.ent_type = new_type
+
+            if active_object.type == 'MESH':#{
+               col = getattr( obj.data.SR_data, new_type, None )
+               if col != None and len(col)==0: col.add()
+               mdata = context.active_object.data.SR_data
+               copy_propgroup( getattr(mdata,new_type)[0], col[0] )
+            #}
+            
+            col = getattr( obj.SR_data, new_type, None )
+            if col != None and len(col)==0: col.add()
+            copy_propgroup( getattr(data,new_type)[0], col[0] )
+         #}
+      #}
+      return{'FINISHED'}
+   #}
+#}
+
+class SR_OT_ROUTE_LIST_NEW_ITEM(bpy.types.Operator):
+#{
+   bl_idname = "skaterift.new_entry"
+   bl_label = "Add gate"
+   
+   def execute(self, context):#{
+      return internal_listadd_execute(self,context,'ent_route','gates')
+   #}
+#}
+
+class SR_OT_ROUTE_LIST_DEL_ITEM(bpy.types.Operator):
+#{
+   bl_idname = "skaterift.del_entry"
+   bl_label = "Remove gate"
+
+   @classmethod 
+   def poll(cls, context):#{
+      active_object = context.active_object
+      if obj_ent_type(active_object) == 'ent_route':#{
+         return active_object.SR_data.ent_route[0].gates
+      #}
+      else: return False
+   #}
+   
+   def execute(self, context):#{
+      return internal_listdel_execute(self,context,'ent_route','gates')
+   #}
+#}
+
+class SR_OT_AUDIO_LIST_NEW_ITEM(bpy.types.Operator):
+#{
+   bl_idname = "skaterift.al_new_entry"
+   bl_label = "Add file"
+   
+   def execute(self, context):#{
+      return internal_listadd_execute(self,context,'ent_audio','files')
+   #}
+#}
+
+class SR_OT_AUDIO_LIST_DEL_ITEM(bpy.types.Operator):
+#{
+   bl_idname = "skaterift.al_del_entry"
+   bl_label = "Remove file"
+
+   @classmethod 
+   def poll(cls, context):#{
+      active_object = context.active_object
+      if obj_ent_type(active_object) == 'ent_audio':#{
+         return active_object.SR_data.ent_audio[0].files
+      #}
+      else: return False
+   #}
+   
+   def execute(self, context):#{
+      return internal_listdel_execute(self,context,'ent_audio','files')
+      return{'FINISHED'}
+   #}
+#}
+
+class SR_OT_GLYPH_LIST_NEW_ITEM(bpy.types.Operator):
+#{
+   bl_idname = "skaterift.gl_new_entry"
+   bl_label = "Add glyph"
+   
+   def execute(self, context):#{
+      active_object = context.active_object
+
+      font = active_object.SR_data.ent_font[0]
+      font.glyphs.add()
+
+      if len(font.glyphs) > 1:#{
+         prev = font.glyphs[-2]
+         cur = font.glyphs[-1]
+
+         cur.bounds = prev.bounds
+         cur.utf32 = prev.utf32+1
+      #}
+
+      return{'FINISHED'}
+   #}
+#}
+
+class SR_OT_GLYPH_LIST_DEL_ITEM(bpy.types.Operator):
+#{
+   bl_idname = "skaterift.gl_del_entry"
+   bl_label = "Remove Glyph"
+
+   @classmethod 
+   def poll(cls, context):#{
+      active_object = context.active_object
+      if obj_ent_type(active_object) == 'ent_font':#{
+         return active_object.SR_data.ent_font[0].glyphs
+      #}
+      else: return False
+   #}
+   
+   def execute(self, context):#{
+      return internal_listdel_execute(self,context,'ent_font','glyphs')
+   #}
+#}
+
+class SR_OT_GLYPH_LIST_MOVE_ITEM(bpy.types.Operator):
+#{
+   bl_idname = "skaterift.gl_move_item"
+   bl_label = "aa"
+   direction: bpy.props.EnumProperty(items=(('UP', 'Up', ""),
+                                             ('DOWN', 'Down', ""),))
+   
+   @classmethod 
+   def poll(cls, context):#{
+      active_object = context.active_object
+      if obj_ent_type(active_object) == 'ent_font':#{
+         return active_object.SR_data.ent_font[0].glyphs
+      #}
+      else: return False
+   #}
+
+   def execute(_, context):#{
+      active_object = context.active_object
+      data = active_object.SR_data.ent_font[0]
+
+      index = data.glyphs_index
+      neighbor = index + (-1 if _.direction == 'UP' else 1)
+      data.glyphs.move( neighbor, index )
+
+      list_length = len(data.glyphs) - 1
+      new_index = index + (-1 if _.direction == 'UP' else 1)
+
+      data.glyphs_index = max(0, min(new_index, list_length))
+
+      return{'FINISHED'}
+   #}
+#}
+
+class SR_OT_FONT_VARIANT_LIST_NEW_ITEM(bpy.types.Operator):
+#{
+   bl_idname = "skaterift.fv_new_entry"
+   bl_label = "Add variant"
+   
+   def execute(self, context):#{
+      return internal_listadd_execute(self,context,'ent_font','variants')
+   #}
+#}
+
+class SR_OT_FONT_VARIANT_LIST_DEL_ITEM(bpy.types.Operator):
+#{
+   bl_idname = "skaterift.fv_del_entry"
+   bl_label = "Remove variant"
+
+   @classmethod 
+   def poll(cls, context):#{
+      active_object = context.active_object
+      if obj_ent_type(active_object) == 'ent_font':#{
+         return active_object.SR_data.ent_font[0].variants
+      #}
+      else: return False
+   #}
+   
+   def execute(self, context):#{
+      return internal_listdel_execute(self,context,'ent_font','variants')
+   #}
+#}
+
+class SR_OBJECT_ENT_AUDIO_FILE_ENTRY(bpy.types.PropertyGroup):
+#{
+   path: bpy.props.StringProperty( name="Path" )
+   probability: bpy.props.FloatProperty( name="Probability",default=100.0 )
+#}
+
+class SR_UL_AUDIO_LIST(bpy.types.UIList):
+#{
+   bl_idname = 'SR_UL_AUDIO_LIST'
+
+   def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
+   #{
+      split = layout.split(factor=0.7)
+      c = split.column()
+      c.prop( item, 'path', text='', emboss=False )
+      c = split.column()
+      c.prop( item, 'probability', text='%', emboss=True )
+   #}
+#}
+
+class SR_UL_FONT_VARIANT_LIST(bpy.types.UIList):
+#{
+   bl_idname = 'SR_UL_FONT_VARIANT_LIST'
+
+   def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
+   #{
+      layout.prop( item, 'mesh', emboss=False )
+      layout.prop( item, 'tipo' )
+   #}
+#}
+
+class SR_UL_FONT_GLYPH_LIST(bpy.types.UIList):
+#{
+   bl_idname = 'SR_UL_FONT_GLYPH_LIST'
+
+   def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
+   #{
+      s0 = layout.split(factor=0.3)
+      c = s0.column()
+      s1 = c.split(factor=0.3)
+      c = s1.column()
+      row = c.row()
+      lbl = chr(item.utf32) if item.utf32 >= 32 and item.utf32 <= 126 else \
+                                                              f'x{item.utf32:x}'
+      row.label(text=lbl)
+      c = s1.column()
+      c.prop( item, 'utf32', text='', emboss=True )
+      c = s0.column()
+      row = c.row()
+      row.prop( item, 'bounds', text='', emboss=False )
+   #}
+#}
+
+class SR_OBJECT_ENT_ROUTE(bpy.types.PropertyGroup):
+#{
+   gates: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_ROUTE_ENTRY)
+   gates_index: bpy.props.IntProperty()
+
+   colour: bpy.props.FloatVectorProperty( \
+         name="Colour",\
+         subtype='COLOR',\
+         min=0.0,max=1.0,\
+         default=Vector((0.79,0.63,0.48)),\
+         description="Route colour"\
+   )
+
+   alias: bpy.props.StringProperty(\
+          name="Alias",\
+          default="Untitled Course")
+
+   cam: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Viewpoint", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
+
+   @staticmethod
+   def sr_inspector( layout, data ):
+   #{
+      layout.prop( data[0], 'alias' )
+      layout.prop( data[0], 'colour' )
+      layout.prop( data[0], 'cam' )
+
+      layout.label( text='Checkpoints' )
+      layout.template_list('SR_UL_ROUTE_NODE_LIST', 'Checkpoints', \
+                            data[0], 'gates', data[0], 'gates_index', rows=5)
+
+      row = layout.row()
+      row.operator( 'skaterift.new_entry', text='Add' )
+      row.operator( 'skaterift.del_entry', text='Remove' )
+   #}
+#}
+
+
+class SR_OT_ENT_LIST_NEW_ITEM(bpy.types.Operator):#{
+   bl_idname = "skaterift.ent_list_new_entry"
+   bl_label = "Add entity"
+   
+   def execute(self, context):#{
+      return internal_listadd_execute(self,context,'ent_list','entities')
+   #}
+#}
+
+class SR_OT_ENT_LIST_DEL_ITEM(bpy.types.Operator):#{
+   bl_idname = "skaterift.ent_list_del_entry"
+   bl_label = "Remove entity"
+
+   @classmethod 
+   def poll(cls, context):#{
+      active_object = context.active_object
+      if obj_ent_type(active_object) == 'ent_list':#{
+         return active_object.SR_data.ent_list[0].entities
+      #}
+      else: return False
+   #}
+   
+   def execute(self, context):#{
+      return internal_listdel_execute(self,context,'ent_list','entities')
+   #}
+#}
+
+class SR_OBJECT_ENT_LIST_ENTRY(bpy.types.PropertyGroup):
+#{
+   target: bpy.props.PointerProperty( \
+               type=bpy.types.Object, name='target' )
+#}
+
+class SR_UL_ENT_LIST(bpy.types.UIList):#{
+   bl_idname = 'SR_UL_ENT_LIST'
+
+   def draw_item(_,context,layout,data,item,icon,active_data,active_propname):#{
+      layout.prop( item, 'target', text='', emboss=False )
+   #}
+#}
+
+class SR_OBJECT_ENT_LIST(bpy.types.PropertyGroup):#{
+   entities: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_LIST_ENTRY)
+   entities_index: bpy.props.IntProperty()
+
+   @staticmethod
+   def sr_inspector( layout, data ):#{
+      layout.label( text='Entities' )
+      layout.template_list('SR_UL_ENT_LIST', 'Entities', \
+                            data[0], 'entities', data[0], \
+                            'entities_index', rows=5)
+
+      row = layout.row()
+      row.operator( 'skaterift.ent_list_new_entry', text='Add' )
+      row.operator( 'skaterift.ent_list_del_entry', text='Remove' )
+   #}
+#}
+
+class SR_OBJECT_ENT_GLIDER(bpy.types.PropertyGroup):#{
+   nothing: bpy.props.StringProperty()
+#}
+
+class SR_OBJECT_ENT_NPC(bpy.types.PropertyGroup):#{
+   au: bpy.props.IntProperty()
+   context: bpy.props.IntProperty()
+   cam: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Viewpoint", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
+#}
+
+class SR_OBJECT_ENT_VOLUME(bpy.types.PropertyGroup):#{
+   subtype: bpy.props.EnumProperty(
+      name="Subtype",
+      items=[('0','Trigger',''),
+             ('1','Particles (0.1s)','')]
+   )
+
+   target: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Target", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
+   target_event: bpy.props.IntProperty( name="Enter Ev" )
+   target_event_leave: bpy.props.IntProperty( name="Leave Ev", default=-1 )
+
+   @staticmethod
+   def inspect_target( layout, data, propname, evs = ['_event'] ):#{
+      box = layout.box()
+      box.prop( data[0], propname )
+
+      for evname in evs:#{
+         row = box.row()
+         row.prop( data[0], propname + evname )
+
+         target = getattr( data[0], propname )
+         if target:#{
+            tipo = target.SR_data.ent_type
+            cls = globals()[ tipo ]
+
+            table = getattr( cls, 'sr_functions', None )
+            if table:#{
+               index = getattr( data[0], propname + evname )
+               if index in table:
+                  row.label( text=table[index] )
+               else:
+                  row.label( text="undefined function" )
+            #}
+         #}
+         else:#{
+            row.label( text="..." )
+            row.enabled=False
+         #}
+      #}
+   #}
+
+   @staticmethod
+   def sr_inspector( layout, data ):#{
+      layout.prop( data[0], 'subtype' )
+      SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target', \
+            ['_event','_event_leave'] )
+   #}
+#}
+
+class SR_OBJECT_ENT_AUDIO(bpy.types.PropertyGroup):
+#{
+   files: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_AUDIO_FILE_ENTRY)
+   files_index: bpy.props.IntProperty()
+
+   flag_3d: bpy.props.BoolProperty( name="3D audio",default=True )
+   flag_loop: bpy.props.BoolProperty( name="Loop",default=False )
+   flag_auto: bpy.props.BoolProperty( name="Play at start",default=False )
+   flag_nodoppler: bpy.props.BoolProperty( name="No Doppler",default=False )
+
+   group: bpy.props.IntProperty( name="Group ID", default=0 )
+   formato: bpy.props.EnumProperty(
+      name="Format",
+      items=[('0','Uncompressed Mono',''),
+             ('1','Compressed Vorbis',''),
+             ('2','[vg] Bird Synthesis','')]
+   )
+   probability_curve: bpy.props.EnumProperty(
+      name="Probability Curve",
+      items=[('0','Constant',''),
+             ('1','Wildlife Daytime',''),
+             ('2','Wildlife Nighttime','')])
+   channel_behaviour: bpy.props.EnumProperty(
+      name="Channel Behaviour",
+      items=[('0','Unlimited',''),
+             ('1','Discard if group full', ''),
+             ('2','Crossfade if group full','')])
+
+   transition_duration: bpy.props.FloatProperty(name="Transition Time",\
+                                                default=0.2)
+   
+   max_channels: bpy.props.IntProperty( name="Max Channels", default=1 )
+   volume: bpy.props.FloatProperty( name="Volume",default=1.0 )
+
+   @staticmethod
+   def sr_inspector( layout, data ):
+   #{
+      layout.prop( data[0], 'formato' )
+      layout.prop( data[0], 'volume' )
+
+      box = layout.box()
+      box.label( text='Channels' )
+      split = box.split(factor=0.3)
+      c = split.column()
+      c.prop( data[0], 'max_channels' )
+      c = split.column()
+      c.prop( data[0], 'channel_behaviour', text='Behaviour' )
+      if data[0].channel_behaviour >= '1':
+         box.prop( data[0], 'group' )
+      if data[0].channel_behaviour == '2': 
+         box.prop( data[0], 'transition_duration' )
+
+      box = layout.box()
+      box.label( text='Flags' )
+      box.prop( data[0], 'flag_3d' )
+      if data[0].flag_3d: box.prop( data[0], 'flag_nodoppler' )
+
+      box.prop( data[0], 'flag_loop' )
+      box.prop( data[0], 'flag_auto' )
+
+      layout.prop( data[0], 'probability_curve' )
+
+      split = layout.split(factor=0.7)
+      c = split.column()
+      c.label( text='Filepath' )
+      c = split.column()
+      c.label( text='Chance' )
+      layout.template_list('SR_UL_AUDIO_LIST', 'Files', \
+                            data[0], 'files', data[0], 'files_index', rows=5)
+
+      row = layout.row()
+      row.operator( 'skaterift.al_new_entry', text='Add' )
+      row.operator( 'skaterift.al_del_entry', text='Remove' )
+   #}
+#}
+
+class SR_OBJECT_ENT_MARKER(bpy.types.PropertyGroup):
+#{
+   alias: bpy.props.StringProperty()
+   flags: bpy.props.IntProperty()
+#}
+
+class SR_OBJECT_ENT_GLYPH(bpy.types.PropertyGroup):
+#{
+   mini: bpy.props.FloatVectorProperty(size=2)
+   maxi: bpy.props.FloatVectorProperty(size=2)
+   utf32: bpy.props.IntProperty()
+#}
+
+class SR_OBJECT_ENT_GLYPH_ENTRY(bpy.types.PropertyGroup):
+#{
+   bounds: bpy.props.FloatVectorProperty(size=4,subtype='NONE')
+   utf32: bpy.props.IntProperty()
+#}
+
+class SR_OBJECT_ENT_FONT_VARIANT(bpy.types.PropertyGroup):
+#{
+   mesh: bpy.props.PointerProperty(type=bpy.types.Object)
+   tipo: bpy.props.StringProperty()
+#}
+
+class SR_OBJECT_ENT_FONT(bpy.types.PropertyGroup):
+#{
+   variants: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_FONT_VARIANT)
+   glyphs: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_GLYPH_ENTRY)
+   alias: bpy.props.StringProperty()
+
+   glyphs_index: bpy.props.IntProperty()
+   variants_index: bpy.props.IntProperty()
+
+   @staticmethod
+   def sr_inspector( layout, data ):
+   #{
+      layout.prop( data[0], 'alias' )
+
+      layout.label( text='Variants' )
+      layout.template_list('SR_UL_FONT_VARIANT_LIST', 'Variants', \
+                            data[0], 'variants', data[0], 'variants_index',\
+                            rows=5 )
+      row = layout.row()
+      row.operator( 'skaterift.fv_new_entry', text='Add' )
+      row.operator( 'skaterift.fv_del_entry', text='Remove' )
+
+      layout.label( text='ASCII Glyphs' )
+      layout.template_list('SR_UL_FONT_GLYPH_LIST', 'Glyphs', \
+                            data[0], 'glyphs', data[0], 'glyphs_index', rows=5)
+
+      row = layout.row()
+      row.operator( 'skaterift.gl_new_entry', text='Add' )
+      row.operator( 'skaterift.gl_del_entry', text='Remove' )
+      row.operator( 'skaterift.gl_move_item', text='^' ).direction='UP'
+      row.operator( 'skaterift.gl_move_item', text='v' ).direction='DOWN'
+   #}
+#}
+
+class SR_OBJECT_ENT_TRAFFIC(bpy.types.PropertyGroup):
+#{
+   speed: bpy.props.FloatProperty(default=1.0)
+#}
+
+class SR_OBJECT_ENT_SKATESHOP(bpy.types.PropertyGroup):
+#{
+   tipo: bpy.props.EnumProperty( name='Type',
+                                 items=[('0','boards',''),
+                                        ('1','character',''),
+                                        ('2','world',''),
+                                        ('4','server','')] )
+   mark_rack: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Board Rack", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
+   mark_display: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Selected Board Display", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
+   mark_info: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Selected Board Info", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,\
+           ['ent_marker','ent_prop']))
+   cam: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Viewpoint", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
+#}
+
+class SR_OBJECT_ENT_WORKSHOP_PREVIEW(bpy.types.PropertyGroup):
+#{
+   mark_display: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Board Display", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
+   mark_display1: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Board Display (other side)", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
+   cam: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Viewpoint", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
+#}
+
+class SR_OBJECT_ENT_MENU_ITEM(bpy.types.PropertyGroup):
+#{
+   link0: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Link 0", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
+   link1: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Link 1", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
+   link2: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Link 2", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
+   link3: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Link 3", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
+
+   newloc: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="New location", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
+   stack_behaviour: bpy.props.EnumProperty( name='Stack Behaviour',
+                                 items=[('0','append',''),
+                                        ('1','replace','')])
+
+   camera: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Camera", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
+
+   slider_minloc: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Slider min", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
+   slider_maxloc: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Slider max", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
+   slider_handle: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Slider handle", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
+
+   checkmark: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Checked", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
+
+   font_variant: bpy.props.IntProperty( name="Font Variant" )
+
+   string: bpy.props.StringProperty( name="String" )
+   tipo: bpy.props.EnumProperty( name='Type',
+                                 items=[('0','visual',''),
+                                        ('1','event button',''),
+                                        ('2','page button',''),
+                                        ('3','toggle', ''),
+                                        ('4','slider',''),
+                                        ('5','page',''),
+                                        ('6','binding',''),
+                                        ('7','visual(no colourize)','')])
+
+   @staticmethod
+   def sr_inspector( layout, data ):
+   #{
+      data = data[0]
+      box = layout.box()
+      box.prop( data, 'tipo' )
+
+      if data.tipo == '0' or data.tipo == '7':#{
+         box.prop( data, 'string', text='Name' )
+         return
+      #}
+      elif data.tipo == '1':#{
+         box.prop( data, 'string', text='Event' )
+      #}
+      elif data.tipo == '2':#{
+         box.prop( data, 'string', text='Page' )
+         box.prop( data, 'stack_behaviour' )
+      #}
+      elif data.tipo == '3':#{
+         box.prop( data, 'string', text='Data (i32)' )
+         box.prop( data, 'checkmark' )
+      #}
+      elif data.tipo == '4':#{
+         box.prop( data, 'string', text='Data (f32)' )
+         box.prop( data, 'slider_minloc' )
+         box.prop( data, 'slider_maxloc' )
+         box.prop( data, 'slider_handle' )
+         box = box.box()
+         box.label( text="Links" )
+         box.prop( data, 'link0', text='v0' )
+         box.prop( data, 'link1', text='v1' )
+         return
+      #}
+      elif data.tipo == '5':#{
+         box.prop( data, 'string', text='Page Name' )
+         box.prop( data, 'newloc', text='Entry Point' )
+         box.prop( data, 'camera', text='Viewpoint' )
+         return
+      #}
+      elif data.tipo == '6':#{
+         box.prop( data, 'string', text='ID' )
+         box.prop( data, 'font_variant' )
+         return
+      #}
+      
+      box = box.box()
+      box.label( text="Links" )
+      box.prop( data, 'link0' )
+      box.prop( data, 'link1' )
+      box.prop( data, 'link2' )
+      box.prop( data, 'link3' )
+   #}
+#}
+
+class SR_OBJECT_ENT_WORLD_INFO(bpy.types.PropertyGroup):
+#{
+   name: bpy.props.StringProperty(name="Name")
+   desc: bpy.props.StringProperty(name="Description")
+   author: bpy.props.StringProperty(name="Author")
+   skybox: bpy.props.StringProperty(name="Skybox")
+
+   fix_time: bpy.props.BoolProperty(name="Fix Time")
+   timezone: bpy.props.FloatProperty(name="Timezone(hrs) (UTC0 +hrs)")
+   fixed_time: bpy.props.FloatProperty(name="Fixed Time (0-1)")
+
+   @staticmethod
+   def sr_inspector( layout, data ):#{
+      layout.prop( data[0], 'name' )
+      layout.prop( data[0], 'desc' )
+      layout.prop( data[0], 'author' )
+
+      layout.prop( data[0], 'fix_time' )
+      if data[0].fix_time:
+         layout.prop( data[0], 'fixed_time' )
+      else:
+         layout.prop( data[0], 'timezone' )
+   #}
+#}
+
+class SR_OBJECT_ENT_CCMD(bpy.types.PropertyGroup):
+#{
+   command: bpy.props.StringProperty(name="Command Line")
+#}
+
+class SR_OBJECT_ENT_OBJECTIVE(bpy.types.PropertyGroup):#{
+   proxima: bpy.props.PointerProperty( \
+            type=bpy.types.Object, name="Next", \
+            poll=lambda self,obj: sr_filter_ent_type(obj,['ent_objective']))
+   target: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Win", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
+   target_event: bpy.props.IntProperty( name="Event/Method" )
+   time_limit: bpy.props.FloatProperty( name="Time Limit", default=1.0 )
+   filtrar: bpy.props.EnumProperty( name='Filter',\
+      items=[('0','none',''),
+             (str(0x1),'trick_shuvit',''),
+             (str(0x2),'trick_kickflip',''),
+             (str(0x4),'trick_treflip',''),
+             (str(0x1|0x2|0x4),'trick_any',''),
+             (str(0x8),'flip_back',''),
+             (str(0x10),'flip_front',''),
+             (str(0x8|0x10),'flip_any',''),
+             (str(0x20),'grind_truck_any',''),
+             (str(0x40),'grind_board_any',''),
+             (str(0x20|0x40),'grind_any',''),
+             (str(0x80),'footplant',''),
+             (str(0x100),'passthrough',''),
+             ])
+
+   @staticmethod
+   def sr_inspector( layout, data ):#{
+      layout.prop( data[0], 'proxima' )
+      layout.prop( data[0], 'time_limit' )
+      layout.prop( data[0], 'filtrar' )
+      SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target' )
    #}
+#}
 
-   # Create node
-   #
-   node = mdl_node()
-   node.pstr_name = encoder_process_pstr( obj.name )
+class SR_OBJECT_ENT_CHALLENGE(bpy.types.PropertyGroup):#{
+   alias: bpy.props.StringProperty( name="Alias" )
 
-   if node_def["parent"]:
-      node.parent = node_def["parent"]["uid"]
+   target: bpy.props.PointerProperty( \
+            type=bpy.types.Object, name="On Complete", \
+            poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
+   target_event: bpy.props.IntProperty( name="Event/Method" )
+   reset: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="On Reset", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
+   reset_event: bpy.props.IntProperty( name="Event/Method" )
 
-   # Setup transform
-   #
-   node.co[0] =  obj_co[0]
-   node.co[1] =  obj_co[2]
-   node.co[2] = -obj_co[1]
-   
-   # Convert rotation quat to our space type
-   #
-   quat = obj.matrix_local.to_quaternion()
-   node.q[0] =  quat[1]
-   node.q[1] =  quat[3]
-   node.q[2] = -quat[2]
-   node.q[3] =  quat[0]
-   
-   # Bone scale is just a vector to the tail
-   #
-   if obj_type == 'BONE':
-   #{
-      node.s[0] =  obj.tail_local[0] - node.co[0]
-      node.s[1] =  obj.tail_local[2] - node.co[1]
-      node.s[2] = -obj.tail_local[1] - node.co[2]
-   #}
-   else:
-   #{
-      node.s[0] = obj.scale[0]
-      node.s[1] = obj.scale[2]
-      node.s[2] = obj.scale[1]
-   #}
-   
-   # Report status
-   #
-   tot_uid   = g_encoder['uid_count']-1
-   obj_uid   = node_def['uid']
-   obj_depth = node_def['depth']-1
+   time_limit: bpy.props.BoolProperty( name="Time Limit" )
+
+   first: bpy.props.PointerProperty( \
+            type=bpy.types.Object, name="First Objective", \
+            poll=lambda self,obj: sr_filter_ent_type(obj,['ent_objective']))
 
-   status_id   = F"    [{obj_uid: 3}/{tot_uid}]" + " |"*obj_depth
-   status_name = status_id + F" L {obj.name}"
+   camera: bpy.props.PointerProperty( \
+           type=bpy.types.Object, name="Camera", \
+           poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
 
-   if obj_classtype != 'classtype_none': status_type = obj_classtype
-   else: status_type = obj_type
 
-   status_parent = F"{node.parent: 3}"
-   status_armref = ""
+   @staticmethod
+   def sr_inspector( layout, data ):#{
+      layout.prop( data[0], 'alias' )
+      layout.prop( data[0], 'camera' )
+      layout.prop( data[0], 'first' )
+      layout.prop( data[0], 'time_limit' )
+      SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target' )
+      SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'reset' )
+   #}
+#}
 
-   if obj_classtype == 'classtype_skin':
-      status_armref = F" [armature -> {armature_def['obj'].cv_data.uid}]"
+class SR_OBJECT_ENT_REGION(bpy.types.PropertyGroup):#{
+   title: bpy.props.StringProperty( name="Title" )
+   zone_volume: bpy.props.PointerProperty(
+            type=bpy.types.Object, name="Zone Volume", \
+            poll=lambda self,obj: sr_filter_ent_type(obj,['ent_volume']))
 
-   print(F"{status_name:<32} {status_type:<22} {status_parent} {status_armref}")
+   target0: bpy.props.PointerProperty( \
+            type=bpy.types.Object, name="Triger on unlock", \
+            poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
+   target0_event: bpy.props.IntProperty( name="Event/Method" )
 
-   # Process mesh if needed
-   # 
-   if obj_type == 'MESH':
-   #{
-      encoder_compile_mesh( node, node_def )
+   @staticmethod
+   def sr_inspector( layout, data ):#{
+      layout.prop( data[0], 'title' )
+      layout.prop( data[0], 'zone_volume' )
+      SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target0' )
    #}
-   elif obj_type == 'ARMATURE':
-   #{
-      encoder_compile_armature( node, node_def )
+#}
+
+class SR_OBJECT_ENT_RELAY(bpy.types.PropertyGroup):#{
+   target0: bpy.props.PointerProperty( \
+            type=bpy.types.Object, name="Target 0", \
+            poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
+   target1: bpy.props.PointerProperty( \
+            type=bpy.types.Object, name="Target 1", \
+            poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
+   target2: bpy.props.PointerProperty( \
+            type=bpy.types.Object, name="Target 2", \
+            poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
+   target3: bpy.props.PointerProperty( \
+            type=bpy.types.Object, name="Target 3", \
+            poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
+
+   target0_event: bpy.props.IntProperty( name="Event" )
+   target1_event: bpy.props.IntProperty( name="Event" )
+   target2_event: bpy.props.IntProperty( name="Event" )
+   target3_event: bpy.props.IntProperty( name="Event" )
+
+   @staticmethod
+   def sr_inspector( layout, data ):#{
+      SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target0' )
+      SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target1' )
+      SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target2' )
+      SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target3' )
    #}
+#}
 
-   encoder_compile_ent_as( obj_classtype, node, node_def )
+class SR_OBJECT_PROPERTIES(bpy.types.PropertyGroup):
+#{
+   ent_gate: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_GATE)
+   ent_spawn: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_SPAWN)
+   ent_route: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_ROUTE)
+   ent_volume: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_VOLUME)
+   ent_audio: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_AUDIO)
+   ent_marker: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_MARKER)
+   ent_prop: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_MARKER)
+   ent_glyph: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_GLYPH)
+   ent_font: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_FONT)
+   ent_traffic: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_TRAFFIC)
+   ent_skateshop: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_SKATESHOP)
+   ent_swspreview: \
+         bpy.props.CollectionProperty(type=SR_OBJECT_ENT_WORKSHOP_PREVIEW)
+   ent_menuitem: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_MENU_ITEM)
+   ent_worldinfo: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_WORLD_INFO)
+   ent_ccmd: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_CCMD)
+   ent_objective: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_OBJECTIVE)
+   ent_challenge: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_CHALLENGE)
+   ent_region: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_REGION)
+   ent_relay: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_RELAY)
+   ent_miniworld: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_MINIWORLD)
+   ent_list: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_LIST)
+   ent_glider: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_GLIDER)
+   ent_npc: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_NPC)
+
+   ent_type: bpy.props.EnumProperty(
+      name="Type",
+      items=sr_entity_list,
+      update=sr_on_type_change
+   )
+#}
 
-   # Make sure to reset the armature we just mucked about with
-   #
-   if obj_classtype == 'classtype_skin':
-      armature_def['obj'].data.pose_position = POSE_OR_REST_CACHE
+class SR_MESH_PROPERTIES(bpy.types.PropertyGroup):
+#{
+   ent_gate: bpy.props.CollectionProperty(type=SR_MESH_ENT_GATE)
+#}
 
-   g_encoder['data']['node'] += [node]
+class SR_LIGHT_PROPERTIES(bpy.types.PropertyGroup):
+#{
+   daytime: bpy.props.BoolProperty( name='Daytime' )
 #}
 
-# The post processing step or the pre processing to the writing step
-#
-def encoder_write_to_file( path ):
+class SR_BONE_PROPERTIES(bpy.types.PropertyGroup):
 #{
-   global g_encoder
-   
-   # Compile down to a byte array
-   #
-   header = g_encoder['header']
-   file_pos = sizeof(header)
-   file_data = bytearray()
-   print( "  Compositing data arrays" )
-   
-   for array_name in g_encoder['data']:
-   #{
-      file_pos += bytearray_align_to( file_data, 16, sizeof(header) )
-      arr = g_encoder['data'][array_name]
+   collider: bpy.props.EnumProperty( name='Collider Type',
+                                     items=[('0','none',''),
+                                            ('1','box',''),
+                                            ('2','capsule','')])
 
-      setattr( header, array_name + "_offset", file_pos )
+   collider_min: bpy.props.FloatVectorProperty( name='Collider Min', size=3 )
+   collider_max: bpy.props.FloatVectorProperty( name='Collider Max', size=3 )
 
-      print( F"    {array_name:<16} @{file_pos:> 8X}[{len(arr)}]" )
+   cone_constraint: bpy.props.BoolProperty( name='Cone constraint' )
 
-      if isinstance( arr, bytearray ):
-      #{
-         setattr( header, array_name + "_size", len(arr) )
+   conevx: bpy.props.FloatVectorProperty( name='vx' )
+   conevy: bpy.props.FloatVectorProperty( name='vy' )
+   coneva: bpy.props.FloatVectorProperty( name='va' )
+   conet:  bpy.props.FloatProperty( name='t' )
 
-         file_data.extend( arr )
-         file_pos += len(arr)
-      #}
-      else:
-      #{
-         setattr( header, array_name + "_count", len(arr) )
+   @staticmethod
+   def sr_inspector( layout, data ):
+   #{
+      data = data[0]
+      box = layout.box()
+      box.prop( data, 'collider' )
 
-         for item in arr:
-         #{
-            bbytes = bytearray(item)
-            file_data.extend( bbytes )
-            file_pos += sizeof(item)
-         #}
+      if int(data.collider)>0:#{
+         row = box.row()
+         row.prop( data, 'collider_min' )
+         row = box.row()
+         row.prop( data, 'collider_max' )
+      #}
+      
+      box = layout.box()
+      box.prop( data, 'cone_constraint' )
+      if data.cone_constraint:#{
+         row = box.row()
+         row.prop( data, 'conevx' )
+         row = box.row()
+         row.prop( data, 'conevy' )
+         row = box.row()
+         row.prop( data, 'coneva' )
+         box.prop( data, 'conet' )
       #}
    #}
-
-   # This imperitive for this field to be santized in the future!
-   #
-   header.file_length = file_pos
-
-   print( "  Writing file" )
-   # Write header and data chunk to file
-   #
-   fp = open( path, "wb" )
-   fp.write( bytearray( header ) )
-   fp.write( file_data )
-   fp.close()
 #}
 
-# Main compiler, uses string as the identifier for the collection
-# 
-def write_model(collection_name):
+class SR_MATERIAL_PROPERTIES(bpy.types.PropertyGroup):
 #{
-   global g_encoder
-   print( F"Model graph | Create mode '{collection_name}'" )
-   folder = bpy.path.abspath(bpy.context.scene.cv_data.export_dir)
-   path = F"{folder}{collection_name}.mdl"
-   print( path )
-   
-   collection = bpy.data.collections[collection_name]
-
-   encoder_init( collection )
-   encoder_build_scene_graph( collection )
+   shader: bpy.props.EnumProperty( 
+      name="Format", 
+      items = [
+      ('standard',"standard",''),
+      ('standard_cutout', "standard_cutout", ''),
+      ('terrain_blend', "terrain_blend", ''),
+      ('vertex_blend', "vertex_blend", ''),
+      ('water',"water",''),
+      ('invisible','Invisible',''),
+      ('boundary','Boundary',''),
+      ('fxglow','FX Glow',''),
+      ('cubemap','Cubemap',''),
+      ('walking','Walking',''),
+      ('foliage','Foliage','')
+      ])
 
-   # Compile 
-   #
-   print( "  Comping objects" )
-   it = encoder_graph_iterator( g_encoder['scene_graph'] )
-   for node_def in it:
-      encoder_process_definition( node_def )
+   surface_prop: bpy.props.EnumProperty(
+      name="Surface Property",
+      items = [
+      ('0','concrete',''),
+      ('1','wood',''),
+      ('2','grass',''),
+      ('3','tiles',''),
+      ('4','metal',''),
+      ('5','snow (low friction)',''),
+      ('6','sand (medium friction)','')
+      ])
+   
+   collision: bpy.props.BoolProperty( \
+         name="Collisions Enabled",\
+         default=True,\
+         description = "Can the player collide with this material?"\
+   )
+   skate_surface: bpy.props.BoolProperty( \
+         name="Skate Target", \
+         default=True,\
+         description = "Should the game try to target this surface?" \
+   )
+   grind_surface: bpy.props.BoolProperty( \
+         name="Grindable", \
+         default=True,\
+         description = "Can you grind on this surface?" \
+   )
+   grow_grass: bpy.props.BoolProperty( \
+         name="Grow Grass", \
+         default=False,\
+         description = "Spawn grass sprites on this surface?" \
+   )
+   preview_visibile: bpy.props.BoolProperty( \
+         name="Preview visibile", \
+         default=True,\
+         description = "Show this material in preview models?" \
+   )
+   blend_offset: bpy.props.FloatVectorProperty( \
+         name="Blend Offset", \
+         size=2, \
+         default=Vector((0.5,0.0)),\
+         description="When surface is more than 45 degrees, add this vector " +\
+                     "to the UVs" \
+   )
+   sand_colour: bpy.props.FloatVectorProperty( \
+         name="Sand Colour",\
+         subtype='COLOR',\
+         min=0.0,max=1.0,\
+         default=Vector((0.79,0.63,0.48)),\
+         description="Blend to this colour near the 0 coordinate on UP axis"\
+   )
+   shore_colour: bpy.props.FloatVectorProperty( \
+         name="Shore Colour",\
+         subtype='COLOR',\
+         min=0.0,max=1.0,\
+         default=Vector((0.03,0.32,0.61)),\
+         description="Water colour at the shoreline"\
+   )
+   ocean_colour: bpy.props.FloatVectorProperty( \
+         name="Ocean Colour",\
+         subtype='COLOR',\
+         min=0.0,max=1.0,\
+         default=Vector((0.0,0.006,0.03)),\
+         description="Water colour in the deep bits"\
+   )
+   tint: bpy.props.FloatVectorProperty( \
+         name="Tint",\
+         subtype='COLOR',\
+         min=0.0,max=1.0,\
+         size=4,\
+         default=Vector((1.0,1.0,1.0,1.0)),\
+         description="Reflection tint"\
+   )
 
-   # Write 
-   #
-   encoder_write_to_file( path )
+   cubemap: bpy.props.PointerProperty( \
+               type=bpy.types.Object, name="cubemap", \
+               poll=lambda self,obj: sr_filter_ent_type(obj,['ent_cubemap']))
 
-   print( F"Completed {collection_name}.mdl" )
+   tex_diffuse_rt: bpy.props.IntProperty( name="diffuse: RT index", default=-1 )
 #}
 
 # ---------------------------------------------------------------------------- #
@@ -1990,6 +3845,7 @@ def write_model(collection_name):
 # ---------------------------------------------------------------------------- #
 
 cv_view_draw_handler = None
+cv_view_pixel_handler = None
 cv_view_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
 cv_view_verts = []
 cv_view_colours = []
@@ -2007,8 +3863,7 @@ def cv_draw_sphere( pos, radius, colour ):
    
    pi = 3.14159265358979323846264
 
-   for i in range(16):
-   #{
+   for i in range(16):#{
       t = ((i+1.0) * 1.0/16.0) * pi * 2.0
       s = math.sin(t)
       c = math.cos(t)
@@ -2030,14 +3885,51 @@ def cv_draw_sphere( pos, radius, colour ):
    cv_draw_lines()
 #}
 
+# Draw axis alligned sphere at position with radius
+#
+def cv_draw_halfsphere( pos, tx, ty, tz, radius, colour ):
+#{
+   global cv_view_verts, cv_view_colours
+   
+   ly = pos + tz*radius
+   lx = pos + ty*radius
+   lz = pos + tz*radius
+   
+   pi = 3.14159265358979323846264
+
+   for i in range(16):#{
+      t = ((i+1.0) * 1.0/16.0) * pi
+      s = math.sin(t)
+      c = math.cos(t)
+
+      s1 = math.sin(t*2.0)
+      c1 = math.cos(t*2.0)
+
+      py = pos + s*tx*radius +                c *tz*radius
+      px = pos + s*tx*radius + c *ty*radius 
+      pz = pos +               s1*ty*radius + c1*tz*radius
+
+      cv_view_verts += [ px, lx ]
+      cv_view_verts += [ py, ly ]
+      cv_view_verts += [ pz, lz ]
+
+      cv_view_colours += [ colour, colour, colour, colour, colour, colour ]
+
+      ly = py
+      lx = px
+      lz = pz
+   #}
+   cv_draw_lines()
+#}
+
 # Draw transformed -1 -> 1 cube
 #
-def cv_draw_ucube( transform, colour ):
+def cv_draw_ucube( transform, colour, s=Vector((1,1,1)), o=Vector((0,0,0)) ):
 #{
    global cv_view_verts, cv_view_colours
 
-   a = Vector((-1,-1,-1))
-   b = Vector((1,1,1))
+   a = o + -1.0 * s
+   b = o +  1.0 * s
    
    vs = [None]*8
    vs[0] = transform @ Vector((a[0], a[1], a[2]))
@@ -2052,13 +3944,12 @@ def cv_draw_ucube( transform, colour ):
    indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
               (0,4),(1,5),(2,6),(3,7)]
 
-   for l in indices:
-   #{
+   for l in indices:#{
       v0 = vs[l[0]]
       v1 = vs[l[1]]
       cv_view_verts += [(v0[0],v0[1],v0[2])]
       cv_view_verts += [(v1[0],v1[1],v1[2])]
-      cv_view_colours += [(0,1,0,1),(0,1,0,1)]
+      cv_view_colours += [colour, colour]
    #}
    cv_draw_lines()
 #}
@@ -2085,29 +3976,32 @@ def cv_draw_line2( p0, p1, c0, c1 ):
    cv_draw_lines()
 #}
 
-# Just the tx because we dont really need ty for this app
+# 
 #
-def cv_tangent_basis_tx( n, tx ):
+def cv_tangent_basis( n, tx, ty ):
 #{
-   if abs( n[0] ) >= 0.57735027:
-   #{
+   if abs( n[0] ) >= 0.57735027:#{
       tx[0] =  n[1]
       tx[1] = -n[0]
       tx[2] =  0.0
    #}
-   else:
-   #{
+   else:#{
       tx[0] =  0.0
       tx[1] =  n[2]
       tx[2] = -n[1]
    #}
 
    tx.normalize()
+   _ty = n.cross( tx )
+
+   ty[0] = _ty[0]
+   ty[1] = _ty[1]
+   ty[2] = _ty[2]
 #}
 
 # Draw coloured arrow
 #
-def cv_draw_arrow( p0, p1, c0 ):
+def cv_draw_arrow( p0, p1, c0, size=0.25, outline=True ):
 #{
    global cv_view_verts, cv_view_colours
 
@@ -2116,11 +4010,45 @@ def cv_draw_arrow( p0, p1, c0 ):
    n.normalize()
 
    tx = Vector((1,0,0))
-   cv_tangent_basis_tx( n, tx )
-   
-   cv_view_verts += [p0,p1, midpt+(tx-n)*0.15,midpt, midpt+(-tx-n)*0.15,midpt ]
+   ty = Vector((1,0,0))
+   cv_tangent_basis( n, tx, ty )
+   tx *= 0.5
+   ty *= 0.5
+
+   if outline:#{
+      cv_draw_lines()
+      gpu.state.line_width_set(1.0)
+   #}
+
+   cv_view_verts += [p0,p1, midpt+(tx-n)*size,midpt, midpt+(-tx-n)*size,midpt ]
    cv_view_colours += [c0,c0,c0,c0,c0,c0]
    cv_draw_lines()
+
+   if outline:#{
+      gpu.state.line_width_set(3.0)
+      cv_view_verts += [p0,p1,midpt+(tx-n)*size,midpt,midpt+(-tx-n)*size,midpt]
+      b0 = (0,0,0)
+      cv_view_colours += [b0,b0,b0,b0,b0,b0]
+      cv_draw_lines()
+      gpu.state.line_width_set(2.0)
+   #}
+#}
+
+def cv_draw_line_dotted( p0, p1, c0, dots=10 ):
+#{
+   global cv_view_verts, cv_view_colours
+
+   for i in range(dots):#{
+      t0 = i/dots
+      t1 = (i+0.25)/dots
+
+      p2 = p0*(1.0-t0)+p1*t0
+      p3 = p0*(1.0-t1)+p1*t1
+
+      cv_view_verts += [p2,p3]
+      cv_view_colours += [c0,c0]
+   #}
+   #cv_draw_lines()
 #}
 
 # Drawhandles of a bezier control point
@@ -2145,8 +4073,7 @@ def cv_draw_bezier( p0,h0,p1,h1,c0,c1 ):
    global cv_view_verts, cv_view_colours
 
    last = p0
-   for i in range(10):
-   #{
+   for i in range(10):#{
       t = (i+1)/10
       a0 = 1-t
 
@@ -2194,7 +4121,8 @@ def cv_draw_lines():
          cv_view_shader, 'LINES', \
          { "pos":cv_view_verts, "color":cv_view_colours })
 
-   lines.draw( cv_view_shader )
+   if bpy.context.scene.SR_data.gizmos:
+      lines.draw( cv_view_shader )
 
    cv_view_verts = []
    cv_view_colours = []
@@ -2216,8 +4144,7 @@ def draw_limit( obj, center, major, minor, amin, amax, colour ):
    ay = major*f
    ax = minor*f
 
-   for x in range(16):
-   #{
+   for x in range(16):#{
       t0 = x/16
       t1 = (x+1)/16
       a0 = amin*(1.0-t0)+amax*t0
@@ -2231,13 +4158,11 @@ def draw_limit( obj, center, major, minor, amin, amax, colour ):
       cv_view_verts += [p0,p1]
       cv_view_colours += [colour,colour]
 
-      if x == 0:
-      #{
+      if x == 0:#{
          cv_view_verts += [p0,center]
          cv_view_colours += [colour,colour]
       #}
-      if x == 15:
-      #{
+      if x == 15:#{
          cv_view_verts += [p1,center]
          cv_view_colours += [colour,colour]
       #}
@@ -2249,20 +4174,61 @@ def draw_limit( obj, center, major, minor, amin, amax, colour ):
    cv_draw_lines()
 #}
 
+# Cone and twist limit
+#
+def draw_cone_twist( center, vx, vy, va ):
+#{
+   global cv_view_verts, cv_view_colours
+   axis = vy.cross( vx )
+   axis.normalize()
+
+   size = 0.12
+
+   cv_view_verts += [center, center+va*size]
+   cv_view_colours += [ (1,1,1), (1,1,1) ]
+
+   for x in range(32):#{
+      t0 = (x/32) * math.tau
+      t1 = ((x+1)/32) * math.tau
+
+      c0 = math.cos(t0)
+      s0 = math.sin(t0)
+      c1 = math.cos(t1)
+      s1 = math.sin(t1)
+      
+      p0 = center + (axis + vx*c0 + vy*s0).normalized() * size
+      p1 = center + (axis + vx*c1 + vy*s1).normalized() * size
+
+      col0 = ( abs(c0), abs(s0), 0.0 )
+      col1 = ( abs(c1), abs(s1), 0.0 )
+
+      cv_view_verts += [center, p0, p0, p1]
+      cv_view_colours += [ (0,0,0), col0, col0, col1 ]
+   #}
+
+   cv_draw_lines()
+#}
+
 # Draws constraints and stuff for the skeleton. This isnt documented and wont be
 #
 def draw_skeleton_helpers( obj ):
 #{
    global cv_view_verts, cv_view_colours
 
-   for bone in obj.data.bones:
-   #{
-      if bone.cv_data.collider and (obj.data.pose_position == 'REST'):
-      #{
-         c = bone.head_local
-         a = bone.cv_data.v0
-         b = bone.cv_data.v1
-         
+   if obj.data.pose_position != 'REST':#{
+      return
+   #}
+
+   for bone in obj.data.bones:#{
+      c = bone.head_local
+      a = Vector((bone.SR_data.collider_min[0], 
+                  bone.SR_data.collider_min[1], 
+                  bone.SR_data.collider_min[2]))
+      b = Vector((bone.SR_data.collider_max[0], 
+                  bone.SR_data.collider_max[1], 
+                  bone.SR_data.collider_max[2]))
+
+      if bone.SR_data.collider == '1':#{
          vs = [None]*8
          vs[0]=obj.matrix_world@Vector((c[0]+a[0],c[1]+a[1],c[2]+a[2]))
          vs[1]=obj.matrix_world@Vector((c[0]+a[0],c[1]+b[1],c[2]+a[2]))
@@ -2276,470 +4242,761 @@ def draw_skeleton_helpers( obj ):
          indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
                     (0,4),(1,5),(2,6),(3,7)]
 
-         for l in indices:
-         #{
+         for l in indices:#{
             v0 = vs[l[0]]
             v1 = vs[l[1]]
 
             cv_view_verts += [(v0[0],v0[1],v0[2])]
             cv_view_verts += [(v1[0],v1[1],v1[2])]
-            cv_view_colours += [(0.5,0.5,0.5,0.5),(0.5,0.5,0.5,0.5)]
-         #}
-
-         center = obj.matrix_world @ c
-         if bone.cv_data.con0:
-         #{
-            draw_limit( obj, c, Vector((0,1,0)),Vector((0,0,1)), \
-                        bone.cv_data.mins[0], bone.cv_data.maxs[0], \
-                        (1,0,0,1))
-            draw_limit( obj, c, Vector((0,0,1)),Vector((1,0,0)), \
-                        bone.cv_data.mins[1], bone.cv_data.maxs[1], \
-                        (0,1,0,1))
-            draw_limit( obj, c, Vector((1,0,0)),Vector((0,1,0)), \
-                        bone.cv_data.mins[2], bone.cv_data.maxs[2], \
-                        (0,0,1,1))
+            cv_view_colours += [(0.5,0.5,0.5),(0.5,0.5,0.5)]
          #}
       #}
-   #}
-#}
+      elif bone.SR_data.collider == '2':#{
+         v0 = b-a
+         major_axis = 0
+         largest = -1.0
+
+         for i in range(3):#{
+            if abs(v0[i]) > largest:#{
+               largest = abs(v0[i])
+               major_axis = i
+            #}
+         #}
 
-def cv_draw():
-#{
-   global cv_view_shader
-   global cv_view_verts
-   global cv_view_colours
-   global cv_view_course_i
+         v1 = Vector((0,0,0))
+         v1[major_axis] = 1.0
 
-   cv_view_course_i = 0
-   cv_view_verts = []
-   cv_view_colours = []
+         tx = Vector((0,0,0))
+         ty = Vector((0,0,0))
 
-   cv_view_shader.bind()
-   gpu.state.depth_mask_set(False)
-   gpu.state.line_width_set(2.0)
-   gpu.state.face_culling_set('BACK')
-   gpu.state.depth_test_set('LESS')
-   gpu.state.blend_set('NONE')
+         cv_tangent_basis( v1, tx, ty )
+         r = (abs(tx.dot( v0 )) + abs(ty.dot( v0 ))) * 0.25
+         l = v0[ major_axis ] - r*2
 
-   for obj in bpy.context.collection.objects:
-   #{
-      if obj.type == 'ARMATURE':
-      #{
-         if obj.data.pose_position == 'REST':
-            draw_skeleton_helpers( obj )
+         p0 = obj.matrix_world@Vector( c + (a+b)*0.5 + v1*l*-0.5 )
+         p1 = obj.matrix_world@Vector( c + (a+b)*0.5 + v1*l* 0.5 )
+
+         colour = [0.2,0.2,0.2]
+         colour[major_axis] = 0.5
+
+         cv_draw_halfsphere( p0, -v1, ty, tx, r, colour )
+         cv_draw_halfsphere( p1,  v1, ty, tx, r, colour )
+         cv_draw_line( p0+tx* r, p1+tx* r, colour )
+         cv_draw_line( p0+tx*-r, p1+tx*-r, colour )
+         cv_draw_line( p0+ty* r, p1+ty* r, colour )
+         cv_draw_line( p0+ty*-r, p1+ty*-r, colour )
       #}
-      else:
-      #{
-         classtype = obj.cv_data.classtype
-         if (classtype != 'classtype_none') and (classtype in globals()):
-         #{
-            cl = globals()[ classtype ]
-
-            if getattr( cl, "draw_scene_helpers", None ):
-            #{
-               cl.draw_scene_helpers( obj )
-            #}
-         #}
+      else:#{
+         continue
       #}
-   #}
 
-   cv_draw_lines()
-   return
+      center = obj.matrix_world @ c
+      if bone.SR_data.cone_constraint:#{
+         vx = Vector([bone.SR_data.conevx[_] for _ in range(3)])
+         vy = Vector([bone.SR_data.conevy[_] for _ in range(3)])
+         va = Vector([bone.SR_data.coneva[_] for _ in range(3)])
+         draw_cone_twist( center, vx, vy, va )
+      #}
+   #}
 #}
-               
 
-# ---------------------------------------------------------------------------- #
-#                                                                              #
-#                                 Blender                                      #
-#                                                                              #
-# ---------------------------------------------------------------------------- #
+def cv_draw_wireframe( mdl, points, colour ):#{
+   for i in range(len(points)//2):#{
+      p0 = mdl@points[i*2+0]
+      p1 = mdl@points[i*2+1]
+      cv_draw_line( p0, p1, colour )
+   #}
+#}
 
-# Checks whether this object has a classtype assigned. we can only target other
-# classes
-def cv_poll_target(scene, obj):
+def cv_ent_gate( obj ):
 #{
-   if obj == bpy.context.active_object:
-      return False
-   if obj.cv_data.classtype == 'classtype_none':
-      return False
+   global cv_view_verts, cv_view_colours
+
+   if obj.type != 'MESH': return
+
+   mesh_data = obj.data.SR_data.ent_gate[0]
+   data = obj.SR_data.ent_gate[0]
+   dims = mesh_data.dimensions
+
+   vs = [None]*9
+   c = Vector((0,0,dims[2]))
+
+   vs[0] = obj.matrix_world @ Vector((-dims[0],0.0,-dims[1]+dims[2]))
+   vs[1] = obj.matrix_world @ Vector((-dims[0],0.0, dims[1]+dims[2]))
+   vs[2] = obj.matrix_world @ Vector(( dims[0],0.0, dims[1]+dims[2]))
+   vs[3] = obj.matrix_world @ Vector(( dims[0],0.0,-dims[1]+dims[2]))
+   vs[4] = obj.matrix_world @ (c+Vector((-1,0,-2)))
+   vs[5] = obj.matrix_world @ (c+Vector((-1,0, 2)))
+   vs[6] = obj.matrix_world @ (c+Vector(( 1,0, 2)))
+   vs[7] = obj.matrix_world @ (c+Vector((-1,0, 0)))
+   vs[8] = obj.matrix_world @ (c+Vector(( 1,0, 0)))
+
+   indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(7,8)]
+
+   r3d = bpy.context.area.spaces.active.region_3d
+
+   p0 = r3d.view_matrix.inverted().translation
+   v0 = (obj.matrix_world@Vector((0,0,0))) - p0
+   v1 = obj.matrix_world.to_3x3() @ Vector((0,1,0))
+
+   if v0.dot(v1) > 0.0: cc = (0,1,0)
+   else: cc = (1,0,0)
+
+   for l in indices:#{
+      v0 = vs[l[0]]
+      v1 = vs[l[1]]
+      cv_view_verts += [(v0[0],v0[1],v0[2])]
+      cv_view_verts += [(v1[0],v1[1],v1[2])]
+      cv_view_colours += [cc,cc]
+   #}
 
-   return True
+   sw = (0.4,0.4,0.4)
+   if data.target != None:
+      cv_draw_arrow( obj.location, data.target.location, sw )
 #}
 
-class CV_MESH_SETTINGS(bpy.types.PropertyGroup):
+def cv_ent_volume( obj ):
 #{
-   v0: bpy.props.FloatVectorProperty(name="v0",size=3)
-   v1: bpy.props.FloatVectorProperty(name="v1",size=3)
-   v2: bpy.props.FloatVectorProperty(name="v2",size=3)
-   v3: bpy.props.FloatVectorProperty(name="v3",size=3)
+   global cv_view_verts, cv_view_colours
+
+   data = obj.SR_data.ent_volume[0]
+
+   if data.subtype == '0':#{
+      cv_draw_ucube( obj.matrix_world, (0,1,0), Vector((0.99,0.99,0.99)) )
+
+      if data.target:#{
+         cv_draw_arrow( obj.location, data.target.location, (1,1,1) )
+      #}
+   #}
+   elif data.subtype == '1':#{
+      cv_draw_ucube( obj.matrix_world, (1,1,0) )
+
+      if data.target:#{
+         cv_draw_arrow( obj.location, data.target.location, (1,1,1) )
+      #}
+   #}
 #}
 
-class CV_OBJ_SETTINGS(bpy.types.PropertyGroup):
+def dijkstra( graph, start_node, target_node ):
 #{
-   uid: bpy.props.IntProperty( name="" )
+   unvisited = [_ for _ in graph]
+   shortest_path = {}
+   previous_nodes = {}
+   
+   for n in unvisited:
+      shortest_path[n] = 9999999.999999
+   shortest_path[start_node] = 0
+
+   while unvisited:#{
+      current_min_node = None
+      for n in unvisited:#{
+         if current_min_node == None:
+            current_min_node = n
+         elif shortest_path[n] < shortest_path[current_min_node]:
+            current_min_node = n
+      #}
 
-   strp: bpy.props.StringProperty( name="strp" )
-   intp: bpy.props.IntProperty( name="intp" )
-   fltp: bpy.props.FloatProperty( name="fltp" )
-   bp0: bpy.props.BoolProperty( name="bp0" )
-   bp1: bpy.props.BoolProperty( name="bp1" )
-   bp2: bpy.props.BoolProperty( name="bp2" )
-   bp3: bpy.props.BoolProperty( name="bp3" )
+      for branch in graph[current_min_node]:#{
+         tentative_value = shortest_path[current_min_node]
+         tentative_value += graph[current_min_node][branch]
+         if tentative_value < shortest_path[branch]:#{
+            shortest_path[branch] = tentative_value
+            previous_nodes[branch] = current_min_node
+         #}
+      #}
 
-   target: bpy.props.PointerProperty( type=bpy.types.Object, name="target", \
-         poll=cv_poll_target )
-   target1: bpy.props.PointerProperty( type=bpy.types.Object, name="target1", \
-         poll=cv_poll_target )
-   target2: bpy.props.PointerProperty( type=bpy.types.Object, name="target2", \
-         poll=cv_poll_target )
-   target3: bpy.props.PointerProperty( type=bpy.types.Object, name="target3", \
-         poll=cv_poll_target )
+      unvisited.remove(current_min_node)
+   #}
+   
+   path = []
+   node = target_node
+   while node != start_node:#{
+      path.append(node)
 
-   colour: bpy.props.FloatVectorProperty( name="colour",subtype='COLOR',\
-                                          min=0.0,max=1.0)
+      if node not in previous_nodes: return None
+      node = previous_nodes[node]
+   #}
 
-   classtype: bpy.props.EnumProperty(
-      name="Format", 
-      items = [
-      ('classtype_none', "classtype_none", "", 0),
-      ('classtype_gate', "classtype_gate", "", 1),
-      ('classtype_spawn', "classtype_spawn", "", 3),
-      ('classtype_water', "classtype_water", "", 4),
-      ('classtype_route_node', "classtype_route_node", "", 8 ),
-      ('classtype_route', "classtype_route", "", 9 ),
-      ('classtype_audio',"classtype_audio","",14),
-      ('classtype_trigger',"classtype_trigger","",100),
-      ('classtype_logic_achievement',"classtype_logic_achievement","",101),
-      ('classtype_logic_relay',"classtype_logic_relay","",102),
-      ('classtype_spawn_link',"classtype_spawn_link","",150),
-      ])
+   # Add the start node manually
+   path.append(start_node)
+   return path
 #}
 
-class CV_BONE_SETTINGS(bpy.types.PropertyGroup):
+class dij_graph():
 #{
-   collider: bpy.props.BoolProperty(name="Collider",default=False)
-   v0: bpy.props.FloatVectorProperty(name="v0",size=3)
-   v1: bpy.props.FloatVectorProperty(name="v1",size=3)
-
-   con0: bpy.props.BoolProperty(name="Constriant 0",default=False)
-   mins: bpy.props.FloatVectorProperty(name="mins",size=3)
-   maxs: bpy.props.FloatVectorProperty(name="maxs",size=3)
+   def __init__(_,points,graph,subsections):#{
+      _.points = points
+      _.graph = graph
+      _.subsections = subsections
+   #}
 #}
 
-class CV_BONE_PANEL(bpy.types.Panel):
+def create_node_graph( curves, gates ):
 #{
-   bl_label="Bone Config"
-   bl_idname="SCENE_PT_cv_bone"
-   bl_space_type='PROPERTIES'
-   bl_region_type='WINDOW'
-   bl_context='bone'
+   # add endpoints of curves
+   graph = {}
+   route_points = []
+   subsections = []
+   point_count = 0
+   spline_count = 0
+
+   for c in range(len(curves)):#{
+      for s in range(len(curves[c].data.splines)):#{
+         spline = curves[c].data.splines[s]
+         l = len(spline.points)
+         if l < 2: continue
+
+         dist = round(spline.calc_length(),2)
+
+         ia = point_count
+         ib = point_count+l-1
+
+         graph[ia] = { ib: dist }
+         graph[ib] = { ia: dist }
+         
+         for i in range(len(spline.points)):#{
+            wco = curves[c].matrix_world @ spline.points[i].co
+            route_points.append(Vector((wco[0],wco[1],wco[2]+0.5)))
 
-   def draw(_,context):
-   #{
-      active_object = context.active_object
-      if active_object == None: return
+            previous = ia+i-1
+            proxima = ia+i+1
 
-      bone = active_object.data.bones.active
-      if bone == None: return
+            if i == 0: previous = -1
+            if i == len(spline.points)-1: proxima = -1
 
-      _.layout.prop( bone.cv_data, "collider" )
-      _.layout.prop( bone.cv_data, "v0" )
-      _.layout.prop( bone.cv_data, "v1" )
+            subsections.append((spline_count,previous,proxima))
+            point_count += 1
+         #}
 
-      _.layout.label( text="Angle Limits" )
-      _.layout.prop( bone.cv_data, "con0" )
-      _.layout.prop( bone.cv_data, "mins" )
-      _.layout.prop( bone.cv_data, "maxs" )
+         spline_count += 1
+      #}
    #}
-#}
 
-class CV_SCENE_SETTINGS(bpy.types.PropertyGroup):
-#{
-   use_hidden: bpy.props.BoolProperty( name="use hidden", default=False )
-   export_dir: bpy.props.StringProperty( name="Export Dir", subtype='DIR_PATH' )
-#}
+   # link endpoints
+   graph_keys = list(graph)
+   for i in range(len(graph_keys)-1):#{
+      for j in range(i+1, len(graph_keys)):#{
+         if i%2==0 and i+1==j: continue
 
-class CV_COLLECTION_SETTINGS(bpy.types.PropertyGroup):
-#{
-   pack_textures: bpy.props.BoolProperty( name="Pack Textures", default=False )
-#}
+         ni = graph_keys[i]
+         nj = graph_keys[j]
+         pi = route_points[ni]
+         pj = route_points[nj]
 
-class CV_MATERIAL_SETTINGS(bpy.types.PropertyGroup):
-#{
-   shader: bpy.props.EnumProperty( 
-      name="Format", 
-      items = [
-      ('standard',"standard","",0),
-      ('standard_cutout', "standard_cutout", "", 1),
-      ('terrain_blend', "terrain_blend", "", 2),
-      ('vertex_blend', "vertex_blend", "", 3),
-      ('water',"water","",4),
-      ])
+         dist = round((pj-pi).magnitude,2)
 
-   surface_prop: bpy.props.EnumProperty(
-      name="Surface Property",
-      items = [
-      ('concrete','concrete','',0),
-      ('wood','wood','',1),
-      ('grass','grass','',2)
-      ])
-   
-   collision: bpy.props.BoolProperty( \
-         name="Collisions Enabled",\
-         default=True,\
-         description = "Can the player collide with this material"\
-   )
-   skate_surface: bpy.props.BoolProperty( \
-         name="Skate Surface", \
-         default=True,\
-         description = "Should the game try to target this surface?" \
-   )
-   grind_surface: bpy.props.BoolProperty( \
-         name="Grind Surface", \
-         default=False,\
-         description = "Grind face?" \
-   )
-   grow_grass: bpy.props.BoolProperty( \
-         name="Grow Grass", \
-         default=False,\
-         description = "Spawn grass sprites on this surface?" \
-   )
-   blend_offset: bpy.props.FloatVectorProperty( \
-         name="Blend Offset", \
-         size=2, \
-         default=Vector((0.5,0.0)),\
-         description="When surface is more than 45 degrees, add this vector " +\
-                     "to the UVs" \
-   )
-   sand_colour: bpy.props.FloatVectorProperty( \
-         name="Sand Colour",\
-         subtype='COLOR',\
-         min=0.0,max=1.0,\
-         default=Vector((0.79,0.63,0.48)),\
-         description="Blend to this colour near the 0 coordinate on UP axis"\
-   )
-   shore_colour: bpy.props.FloatVectorProperty( \
-         name="Shore Colour",\
-         subtype='COLOR',\
-         min=0.0,max=1.0,\
-         default=Vector((0.03,0.32,0.61)),\
-         description="Water colour at the shoreline"\
-   )
-   ocean_colour: bpy.props.FloatVectorProperty( \
-         name="Ocean Colour",\
-         subtype='COLOR',\
-         min=0.0,max=1.0,\
-         default=Vector((0.0,0.006,0.03)),\
-         description="Water colour in the deep bits"\
-   )
-#}
+         if dist < 10.0:#{
+            graph[ni][nj] = dist
+            graph[nj][ni] = dist
+         #}
+      #}
+   #}
 
-class CV_MATERIAL_PANEL(bpy.types.Panel):
-#{
-   bl_label="Skate Rift material"
-   bl_idname="MATERIAL_PT_cv_material"
-   bl_space_type='PROPERTIES'
-   bl_region_type='WINDOW'
-   bl_context="material"
-   
-   def draw(_,context):
-   #{
-      active_object = bpy.context.active_object
-      if active_object == None: return
-      active_mat = active_object.active_material
-      if active_mat == None: return
+   # add and link gates( by name )
+   for gate in gates:#{
+      v1 = gate.matrix_world.to_3x3() @ Vector((0,1,0))
+      if gate.SR_data.ent_gate[0].target:
+         v1 = v1 * -1.0
 
-      info = material_info( active_mat )
+      graph[ gate.name ] = {}
 
-      _.layout.prop( active_mat.cv_data, "shader" )
-      _.layout.prop( active_mat.cv_data, "surface_prop" )
-      _.layout.prop( active_mat.cv_data, "collision" )
+      for i in range(len(graph_keys)):#{
+         ni = graph_keys[i]
+         pi = route_points[ni]
 
-      if active_mat.cv_data.collision:
-         _.layout.prop( active_mat.cv_data, "skate_surface" )
-         _.layout.prop( active_mat.cv_data, "grind_surface" )
-         _.layout.prop( active_mat.cv_data, "grow_grass" )
+         v0 = pi-gate.location
+         if v0.dot(v1) < 0.0: continue
 
-      if active_mat.cv_data.shader == "terrain_blend":
-      #{
-         box = _.layout.box()
-         box.prop( active_mat.cv_data, "blend_offset" )
-         box.prop( active_mat.cv_data, "sand_colour" )
-      #}
-      elif active_mat.cv_data.shader == "vertex_blend":
-      #{
-         box = _.layout.box()
-         box.label( icon='INFO', text="Uses vertex colours, the R channel" )
-         box.prop( active_mat.cv_data, "blend_offset" )
-      #}
-      elif active_mat.cv_data.shader == "water":
-      #{
-         box = _.layout.box()
-         box.label( icon='INFO', text="Depth scale of 16 meters" )
-         box.prop( active_mat.cv_data, "shore_colour" )
-         box.prop( active_mat.cv_data, "ocean_colour" )
+         dist = round(v0.magnitude,2)
+
+         if dist < 10.0:#{
+            graph[ gate.name ][ ni ] = dist
+            graph[ ni ][ gate.name ] = dist
+         #}
       #}
    #}
+
+   return dij_graph(route_points,graph,subsections)
 #}
 
-class CV_OBJ_PANEL(bpy.types.Panel):
+def solve_graph( dij, start, end ):
 #{
-   bl_label="Entity Config"
-   bl_idname="SCENE_PT_cv_entity"
-   bl_space_type='PROPERTIES'
-   bl_region_type='WINDOW'
-   bl_context="object"
-   
-   def draw(_,context):
-   #{
-      active_object = bpy.context.active_object
-      if active_object == None: return
-      if active_object.type == 'ARMATURE':
-      #{
-         row = _.layout.row()
-         row.enabled = False
-         row.label( text="This object has the intrinsic classtype of skeleton" )
-         return
+   path = dijkstra( dij.graph, end, start )
+   full = []
+
+   if path:#{
+      for sj in range(1,len(path)-2):#{
+         i0 = path[sj]
+         i1 = path[sj+1]
+         map0 = dij.subsections[i0]
+         map1 = dij.subsections[i1]
+
+         if map0[0] == map1[0]:#{
+            if map0[1] == -1: direction = 2
+            else: direction = 1
+            sent = 0
+
+            while True:#{
+               map0 = dij.subsections[i0]
+               i1 = map0[direction]
+               if i1 == -1: break
+               
+               full.append( i0 )
+               sent += 1
+               i0 = i1
+               if sent > 50: break
+            #}
+         #}
+         else:#{
+            full.append( i0 )
+         #}
       #}
 
-      _.layout.prop( active_object.cv_data, "classtype" )
+      full.append( path[-2] )
+   #}
+   return full
+#}
+
+def cv_draw_route( route, dij ):
+#{
+   pole = Vector((0.2,0.2,10))
+   hat = Vector((1,8,0.2))
+   cc = (route.SR_data.ent_route[0].colour[0],
+         route.SR_data.ent_route[0].colour[1],
+         route.SR_data.ent_route[0].colour[2])
+
+   cv_draw_ucube(route.matrix_world,cc,Vector((0.5,-7.5,6)),\
+                                       Vector((0,-6.5,5.5)))
+   cv_draw_ucube(route.matrix_world,cc,pole, Vector(( 0.5, 0.5,0)) )
+   cv_draw_ucube(route.matrix_world,cc,pole, Vector(( 0.5,-13.5,0)) )
+   cv_draw_ucube(route.matrix_world,cc,hat, Vector((-0.5,-6.5, 12)) )
+   cv_draw_ucube(route.matrix_world,cc,hat, Vector((-0.5,-6.5,-1)) )
+
+   checkpoints = route.SR_data.ent_route[0].gates
+
+   for i in range(len(checkpoints)):#{
+      gi = checkpoints[i].target
+      gj = checkpoints[(i+1)%len(checkpoints)].target
+
+      if gi:#{
+         dest = gi.SR_data.ent_gate[0].target
+         if dest:
+            cv_draw_line_dotted( gi.location, dest.location, cc )
+         gi = dest
+      #}
 
-      classtype = active_object.cv_data.classtype
+      if gi==gj: continue # error?
+      if not gi or not gj: continue
 
-      if (classtype != 'classtype_none') and (classtype in globals()):
-      #{
-         cl = globals()[ classtype ]
+      path = solve_graph( dij, gi.name, gj.name )
 
-         if getattr( cl, "editor_interface", None ):
-         #{
-            cl.editor_interface( _.layout, active_object )
+      if path:#{
+         cv_draw_arrow(gi.location,dij.points[path[0]],cc,1.5,False)
+         cv_draw_arrow(dij.points[path[len(path)-1]],gj.location,cc,1.5,False)
+         for j in range(len(path)-1):#{
+            i0 = path[j]
+            i1 = path[j+1]
+            o0 = dij.points[ i0 ]
+            o1 = dij.points[ i1 ]
+            cv_draw_arrow(o0,o1,cc,1.5,False)
          #}
       #}
+      else:#{
+         cv_draw_line_dotted( gi.location, gj.location, cc )
+      #}
    #}
 #}
 
-class CV_COMPILE(bpy.types.Operator):
-#{
-   bl_idname="carve.compile_all"
-   bl_label="Compile All"
+def cv_draw():#{
+   global cv_view_shader
+   global cv_view_verts
+   global cv_view_colours
+   global cv_view_course_i
 
-   def execute(_,context):
-   #{
-      view_layer = bpy.context.view_layer
-      for col in view_layer.layer_collection.children["export"].children:
-         if not col.hide_viewport or bpy.context.scene.cv_data.use_hidden:
-            write_model( col.name )
+   cv_view_course_i = 0
+   cv_view_verts = []
+   cv_view_colours = []
 
-      return {'FINISHED'}
-   #}
-#}
+   cv_view_shader.bind()
+   gpu.state.depth_mask_set(True)
+   gpu.state.line_width_set(2.0)
+   gpu.state.face_culling_set('BACK')
+   gpu.state.depth_test_set('LESS')
+   gpu.state.blend_set('NONE')
 
-class CV_COMPILE_THIS(bpy.types.Operator):
-#{
-   bl_idname="carve.compile_this"
-   bl_label="Compile This collection"
+   route_gates = []
+   route_curves = []
+   routes = []
 
-   def execute(_,context):
-   #{
-      col = bpy.context.collection
-      write_model( col.name )
+   for obj in bpy.context.collection.objects:#{
+      if obj.type == 'ARMATURE':#{
+         if obj.data.pose_position == 'REST':
+            draw_skeleton_helpers( obj )
+      #}
+      else:#{
+         ent_type = obj_ent_type( obj )
 
-      return {'FINISHED'}
-   #}
-#}
+         if ent_type == 'ent_gate':#{
+            cv_ent_gate( obj )
+            route_gates += [obj]
+         #}
+         elif ent_type == 'ent_route_node':#{
+            if obj.type == 'CURVE':#{
+               route_curves += [obj]
+            #}
+         #}
+         elif ent_type == 'ent_route':
+            routes += [obj]
+         elif ent_type == 'ent_volume':#{
+            cv_ent_volume( obj )
+         #}
+         elif ent_type == 'ent_objective':#{
+            data = obj.SR_data.ent_objective[0]
+            if data.proxima:#{
+               cv_draw_arrow( obj.location, data.proxima.location, (1,0.6,0.2) )
+            #}
+            if data.target:
+               cv_draw_arrow( obj.location, data.target.location, (1,1,1) )
+         #}
+         elif ent_type == 'ent_relay':#{
+            data = obj.SR_data.ent_relay[0]
+            if data.target0:
+               cv_draw_arrow( obj.location, data.target0.location, (1,1,1) )
+            if data.target1:
+               cv_draw_arrow( obj.location, data.target1.location, (1,1,1) )
+            if data.target2:
+               cv_draw_arrow( obj.location, data.target2.location, (1,1,1) )
+            if data.target3:
+               cv_draw_arrow( obj.location, data.target3.location, (1,1,1) )
+         #}
+         elif ent_type == 'ent_challenge':#{
+            data = obj.SR_data.ent_challenge[0]
+            if data.target:
+               cv_draw_arrow( obj.location, data.target.location, (1,1,1) )
+            if data.reset:
+               cv_draw_arrow( obj.location, data.reset.location, (0.9,0,0) )
+            if data.first:
+               cv_draw_arrow( obj.location, data.first.location, (1,0.6,0.2) )
+
+            cc1 = (0.4,0.3,0.2)
+            info_cu = Vector((1.2,0.01,0.72))*0.5
+            info_co = Vector((0.0,0.0,0.72))*0.5
+            cv_draw_ucube( obj.matrix_world, cc1, info_cu, info_co)
+            if data.camera:
+               cv_draw_line_dotted( obj.location, data.camera.location, (1,1,1))
+
+            vs = [Vector((-0.2,0.0,0.10)),Vector((-0.2,0.0,0.62)),\
+                  Vector(( 0.2,0.0,0.62)),Vector((-0.2,0.0,0.30)),\
+                  Vector(( 0.1,0.0,0.30))]
+            for v in range(len(vs)):#{
+               vs[v] = obj.matrix_world @ vs[v]
+            #}
 
-class CV_INTERFACE(bpy.types.Panel):
-#{
-   bl_idname = "VIEW3D_PT_carve"
-   bl_label = "Skate Rift"
-   bl_space_type = 'VIEW_3D'
-   bl_region_type = 'UI'
-   bl_category = "Skate Rift"
+            cv_view_verts += [vs[0],vs[1],vs[1],vs[2],vs[3],vs[4]]
+            cv_view_colours += [cc1,cc1,cc1,cc1,cc1,cc1]
+         #}
+         elif ent_type == 'ent_audio':#{
+            if obj.SR_data.ent_audio[0].flag_3d:
+               cv_draw_sphere( obj.location, obj.scale[0], (1,1,0) )
+         #}
+         elif ent_type == 'ent_font':#{
+            data = obj.SR_data.ent_font[0]
+
+            for i in range(len(data.variants)):#{
+               sub = data.variants[i].mesh
+               if not sub: continue
+
+               for ch in data.glyphs:#{
+                  mini = (ch.bounds[0],ch.bounds[1])
+                  maxi = (ch.bounds[2]+mini[0],ch.bounds[3]+mini[1])
+                  p0 = sub.matrix_world @ Vector((mini[0],0.0,mini[1]))
+                  p1 = sub.matrix_world @ Vector((maxi[0],0.0,mini[1]))
+                  p2 = sub.matrix_world @ Vector((maxi[0],0.0,maxi[1]))
+                  p3 = sub.matrix_world @ Vector((mini[0],0.0,maxi[1]))
+
+                  if i == data.variants_index: cc = (0.5,0.5,0.5)
+                  else: cc = (0,0,0)
+
+                  cv_view_verts += [p0,p1,p1,p2,p2,p3,p3,p0]
+                  cv_view_colours += [cc,cc,cc,cc,cc,cc,cc,cc]
+               #}
+            #}
+         #}
+         elif ent_type == 'ent_glider':#{
+            mesh = [Vector((-1.13982, 0.137084, -0.026358)), \
+                    Vector(( 1.13982, 0.137084, -0.026358)), \
+                    Vector(( 0.0, 1.6, 1.0)), \
+                    Vector(( 0.0, -3.0, 1.0)), \
+                    Vector(( -3.45, -1.78, 0.9)), \
+                    Vector(( 0.0, 1.6, 1.0)), \
+                    Vector((  3.45, -1.78, 0.9)), \
+                    Vector(( 0.0, 1.6, 1.0)), \
+                    Vector((  3.45, -1.78, 0.9)), \
+                    Vector(( -3.45, -1.78, 0.9))]
+
+            cv_draw_wireframe( obj.matrix_world, mesh, (1,1,1) )
+         #}
+         elif ent_type == 'ent_skateshop':#{
+            data = obj.SR_data.ent_skateshop[0]
+            display = data.mark_display
+            info = data.mark_info
+
+            if data.tipo == '0':#{
+               cc = (0.0,0.9,0.6)
+               cc1 = (0.4,0.9,0.2)
+               cc2 = (0.9,0.6,0.1)
+
+               rack = data.mark_rack
+
+               rack_cu = Vector((3.15,2.0,0.1))*0.5
+               rack_co = Vector((0.0,0.0,0.0))
+               display_cu = Vector((0.3,1.2,0.1))*0.5
+               display_co = Vector((0.0,0.0,0.1))*0.5
+               info_cu = Vector((1.2,0.01,0.3))*0.5
+               info_co = Vector((0.0,0.0,0.0))*0.5
+            #}
+            elif data.tipo == '1':#{
+               rack = None
+               cc1 = (1.0,0.0,0.0)
+               cc2 = (1.0,0.5,0.0)
+               display_cu = Vector((0.4,0.4,2.0))*0.5
+               display_co = Vector((0.0,0.0,1.0))*0.5
+               info_cu = Vector((1.2,0.01,0.3))*0.5
+               info_co = Vector((0.0,0.0,0.0))*0.5
+            #}
+            elif data.tipo == '2':#{
+               rack = None
+               cc1 = (1.0,0.0,0.0)
+               cc2 = (1.0,0.5,0.0)
+               display_cu = Vector((1.0,1.0,0.5))*0.5
+               display_co = Vector((0.0,0.0,0.5))*0.5
+               info_cu = Vector((1.2,0.01,0.3))*0.5
+               info_co = Vector((0.0,0.0,0.0))*0.5
+            #}
+            elif data.tipo == '3':#{
+               rack = None
+               display = None
+               info = None
+            #}
+            elif data.tipo == '4':#{
+               rack = None
+               display = None
+               info = None
+            #}
 
-   def draw(_, context):
-   #{
-      layout = _.layout
-      layout.prop( context.scene.cv_data, "export_dir" )
-      
-      col = bpy.context.collection
-      
-      found_in_export = False
-      export_count = 0
-      view_layer = bpy.context.view_layer
-      for c1 in view_layer.layer_collection.children["export"].children:
-      #{
-         if not c1.hide_viewport or bpy.context.scene.cv_data.use_hidden:
-            export_count += 1
+            if rack:
+               cv_draw_ucube( rack.matrix_world, cc, rack_cu, rack_co )
+            if display:
+               cv_draw_ucube( display.matrix_world, cc1, display_cu, display_co)
+            if info:
+               cv_draw_ucube( info.matrix_world, cc2, info_cu, info_co )
+         #}
+         elif ent_type == 'ent_swspreview':#{
+            cc1 = (0.4,0.9,0.2)
+            data = obj.SR_data.ent_swspreview[0]
+            display = data.mark_display
+            display1 = data.mark_display1
+            display_cu = Vector((0.3,1.2,0.1))*0.5
+            display_co = Vector((0.0,0.0,0.1))*0.5
+            if display:
+               cv_draw_ucube( display.matrix_world, cc1, display_cu, display_co)
+            if display1:
+               cv_draw_ucube(display1.matrix_world, cc1, display_cu, display_co)
+         #}
+         # elif ent_type == 'ent_list':#{
+         #    data = obj.SR_data.ent_list[0]
+         #    for child in data.entities:#{
+         #       if child.target:#{
+         #          cv_draw_arrow( obj.location, child.target.location, \
+         #                         (.5,.5,.5), 0.1 )
+         #       #}
+         #    #}
+         # #}
+         elif ent_type == 'ent_region':#{
+            data = obj.SR_data.ent_region[0]
+            if data.target0:#{
+               cv_draw_arrow( obj.location, data.target0.location, \
+                              (.5,.5,.5), 0.1 )
+            #}
+         #}
+         elif ent_type == 'ent_menuitem':#{
+            for i,col in enumerate(obj.users_collection):#{
+               colour32 = hash_djb2( col.name )
+               r = pow(((colour32    ) & 0xff) / 255.0, 2.2 )
+               g = pow(((colour32>>8 ) & 0xff) / 255.0, 2.2 )
+               b = pow(((colour32>>16) & 0xff) / 255.0, 2.2 )
+               cc = (r,g,b)
+               vs = [None for _ in range(8)]
+               scale = i*0.02
+               for j in range(8):#{
+                  v0 = Vector([(obj.bound_box[j][z]+\
+                        ((-1.0 if obj.bound_box[j][z]<0.0 else 1.0)*scale)) \
+                           for z in range(3)])
+                  vs[j] = obj.matrix_world @ v0
+               #}
+               indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
+                          (0,4),(1,5),(2,6),(3,7)]
+               for l in indices:#{
+                  v0 = vs[l[0]]
+                  v1 = vs[l[1]]
+                  cv_view_verts += [(v0[0],v0[1],v0[2])]
+                  cv_view_verts += [(v1[0],v1[1],v1[2])]
+                  cv_view_colours += [cc,cc]
+               #}
+            #}
+            cv_draw_lines()
+            cc = (1.0,1.0,1.0)
+            data = obj.SR_data.ent_menuitem[0]
+            if data.tipo == '4':#{
+               if data.slider_minloc and data.slider_maxloc:#{
+                  v0 = data.slider_minloc.location
+                  v1 = data.slider_maxloc.location
+                  cv_draw_line( v0, v1, cc )
+               #}
+            #}
 
-         if c1.name == col.name:
-         #{
-            found_in_export = True
+            colour32 = hash_djb2(obj.name)
+            r = ((colour32    ) & 0xff) / 255.0
+            g = ((colour32>>8 ) & 0xff) / 255.0
+            b = ((colour32>>16) & 0xff) / 255.0
+            cc = (r,g,b)
+            origin = obj.location + (Vector((r,g,b))*2.0-Vector((1.0,1.0,1.0)))\
+                        * 0.04
+
+            size = 0.01
+
+            if data.tipo != '0':#{
+               if data.tipo == '4':#{
+                  if data.link0:#{
+                     cv_draw_arrow( origin, data.link0.location, cc, size )
+                  #}
+                  if data.link1:#{
+                     cv_draw_arrow( origin, data.link1.location, cc, size )
+                  #}
+               #}
+               else:#{
+                  if data.link0:#{
+                     cv_draw_arrow( origin, data.link0.location, cc, size )
+                  #}
+                  if data.link1:#{
+                     cv_draw_arrow( origin, data.link1.location, cc, size )
+                  #}
+                  if data.link2:#{
+                     cv_draw_arrow( origin, data.link2.location, cc, size )
+                  #}
+                  if data.link3:#{
+                     cv_draw_arrow( origin, data.link3.location, cc, size )
+                  #}
+               #}
+            #}
          #}
       #}
+   #}
 
-      box = layout.box()
-      if found_in_export:
-      #{
-         box.label( text=col.name + ".mdl" )
-         box.prop( col.cv_data, "pack_textures" )
-         box.operator( "carve.compile_this" )
-      #}
-      else:
-      #{
-         row = box.row()
-         row.enabled=False
-         row.label( text=col.name )
-         box.label( text="This collection is not in the export group" )
-      #}
+   dij = create_node_graph( route_curves, route_gates )
+   
+   #cv_draw_route_map( route_nodes )
+   for route in routes:#{
+      cv_draw_route( route, dij )
+   #}
 
-      box = layout.box()
-      row = box.row()
+   cv_draw_lines()
+#}
 
-      split = row.split( factor = 0.3, align=True )
-      split.prop( context.scene.cv_data, "use_hidden", text="hidden" )
+def pos3d_to_2d( pos ):#{
+   return view3d_utils.location_3d_to_region_2d( \
+            bpy.context.region, \
+            bpy.context.space_data.region_3d, pos )
+#}
+
+def cv_draw_pixel():#{
+   if not bpy.context.scene.SR_data.gizmos: return
+   blf.size(0,10)
+   blf.color(0, 1.0,1.0,1.0,0.9)
+   blf.enable(0,blf.SHADOW)
+   blf.shadow(0,3,0.0,0.0,0.0,1.0)
+   for obj in bpy.context.collection.objects:#{
+      ent_type = obj_ent_type( obj )
       
-      row1 = split.row()
-      if export_count == 0:
-         row1.enabled=False
-      row1.operator( "carve.compile_all", \
-                        text=F"Compile all ({export_count} collections)" )
+      if ent_type != 'none':#{
+         co = pos3d_to_2d( obj.location )
+
+         if not co: continue
+         blf.position(0,co[0],co[1],0)
+         blf.draw(0,ent_type)
+      #}
    #}
 #}
 
-
-classes = [CV_OBJ_SETTINGS,CV_OBJ_PANEL,CV_COMPILE,CV_INTERFACE,\
-           CV_MESH_SETTINGS, CV_SCENE_SETTINGS, CV_BONE_SETTINGS,\
-           CV_BONE_PANEL, CV_COLLECTION_SETTINGS, CV_COMPILE_THIS,\
-           CV_MATERIAL_SETTINGS, CV_MATERIAL_PANEL ]
+classes = [ SR_INTERFACE, SR_MATERIAL_PANEL,\
+            SR_COLLECTION_SETTINGS, SR_SCENE_SETTINGS, \
+            SR_COMPILE, SR_COMPILE_THIS, SR_MIRROR_BONE_X,\
+            \
+            SR_OBJECT_ENT_GATE, SR_MESH_ENT_GATE, SR_OBJECT_ENT_SPAWN, \
+            SR_OBJECT_ENT_ROUTE_ENTRY, SR_UL_ROUTE_NODE_LIST, \
+            SR_OBJECT_ENT_ROUTE, SR_OT_ROUTE_LIST_NEW_ITEM,\
+            SR_OT_GLYPH_LIST_NEW_ITEM, SR_OT_GLYPH_LIST_DEL_ITEM,\
+            SR_OT_GLYPH_LIST_MOVE_ITEM,\
+            SR_OT_AUDIO_LIST_NEW_ITEM,SR_OT_AUDIO_LIST_DEL_ITEM,\
+            SR_OT_FONT_VARIANT_LIST_NEW_ITEM,SR_OT_FONT_VARIANT_LIST_DEL_ITEM,\
+            SR_OT_COPY_ENTITY_DATA, \
+            SR_OBJECT_ENT_VOLUME, \
+            SR_UL_AUDIO_LIST, SR_OBJECT_ENT_AUDIO_FILE_ENTRY,\
+            SR_OT_ROUTE_LIST_DEL_ITEM,\
+            SR_OBJECT_ENT_AUDIO,SR_OBJECT_ENT_MARKER,SR_OBJECT_ENT_GLYPH,\
+            SR_OBJECT_ENT_FONT_VARIANT,
+            SR_OBJECT_ENT_GLYPH_ENTRY,\
+            SR_UL_FONT_VARIANT_LIST,SR_UL_FONT_GLYPH_LIST,\
+            SR_OBJECT_ENT_FONT,SR_OBJECT_ENT_TRAFFIC,SR_OBJECT_ENT_SKATESHOP,\
+            SR_OBJECT_ENT_WORKSHOP_PREVIEW,SR_OBJECT_ENT_MENU_ITEM,\
+            SR_OBJECT_ENT_WORLD_INFO,SR_OBJECT_ENT_CCMD,\
+            SR_OBJECT_ENT_OBJECTIVE,SR_OBJECT_ENT_CHALLENGE,\
+            SR_OBJECT_ENT_REGION,\
+            SR_OBJECT_ENT_RELAY,SR_OBJECT_ENT_MINIWORLD,\
+            SR_OBJECT_ENT_LIST_ENTRY, SR_UL_ENT_LIST, SR_OBJECT_ENT_LIST, \
+            SR_OT_ENT_LIST_NEW_ITEM, SR_OT_ENT_LIST_DEL_ITEM,\
+            SR_OBJECT_ENT_GLIDER, SR_OBJECT_ENT_NPC, \
+            \
+            SR_OBJECT_PROPERTIES, SR_LIGHT_PROPERTIES, SR_BONE_PROPERTIES, 
+            SR_MESH_PROPERTIES, SR_MATERIAL_PROPERTIES \
+           ]
 
 def register():
 #{
-   global cv_view_draw_handler
-
    for c in classes:
       bpy.utils.register_class(c)
 
-   bpy.types.Object.cv_data = bpy.props.PointerProperty(type=CV_OBJ_SETTINGS)
-   bpy.types.Mesh.cv_data = bpy.props.PointerProperty(type=CV_MESH_SETTINGS)
-   bpy.types.Scene.cv_data = bpy.props.PointerProperty(type=CV_SCENE_SETTINGS)
-   bpy.types.Bone.cv_data = bpy.props.PointerProperty(type=CV_BONE_SETTINGS)
-   bpy.types.Collection.cv_data = \
-         bpy.props.PointerProperty(type=CV_COLLECTION_SETTINGS)
-   bpy.types.Material.cv_data = \
-         bpy.props.PointerProperty(type=CV_MATERIAL_SETTINGS)
-
+   bpy.types.Scene.SR_data = \
+         bpy.props.PointerProperty(type=SR_SCENE_SETTINGS)
+   bpy.types.Collection.SR_data = \
+         bpy.props.PointerProperty(type=SR_COLLECTION_SETTINGS)
+
+   bpy.types.Object.SR_data = \
+         bpy.props.PointerProperty(type=SR_OBJECT_PROPERTIES)
+   bpy.types.Light.SR_data = \
+         bpy.props.PointerProperty(type=SR_LIGHT_PROPERTIES)
+   bpy.types.Bone.SR_data = \
+         bpy.props.PointerProperty(type=SR_BONE_PROPERTIES)
+   bpy.types.Mesh.SR_data = \
+         bpy.props.PointerProperty(type=SR_MESH_PROPERTIES)
+   bpy.types.Material.SR_data = \
+         bpy.props.PointerProperty(type=SR_MATERIAL_PROPERTIES)
+
+   global cv_view_draw_handler, cv_view_pixel_handler
    cv_view_draw_handler = bpy.types.SpaceView3D.draw_handler_add(\
       cv_draw,(),'WINDOW','POST_VIEW')
+   cv_view_pixel_handler = bpy.types.SpaceView3D.draw_handler_add(\
+      cv_draw_pixel,(),'WINDOW','POST_PIXEL')
 #}
 
 def unregister():
 #{
-   global cv_view_draw_handler
-
    for c in classes:
       bpy.utils.unregister_class(c)
 
+   global cv_view_draw_handler, cv_view_pixel_handler
    bpy.types.SpaceView3D.draw_handler_remove(cv_view_draw_handler,'WINDOW')
+   bpy.types.SpaceView3D.draw_handler_remove(cv_view_pixel_handler,'WINDOW')
 #}
 
 # ---------------------------------------------------------------------------- #
@@ -2797,7 +5054,8 @@ def qoi_encode( img ):
 #{
    data = bytearray()
    
-   print(F"            . Encoding {img.name}.qoi[{img.size[0]},{img.size[1]}]")
+   print(F"{' ':<30}",end='\r')
+   print(F"[QOI] Encoding {img.name}.qoi[{img.size[0]},{img.size[1]}]",end='\r')
 
    index = [ qoi_rgba_t() for _ in range(64) ]
 
@@ -2823,11 +5081,9 @@ def qoi_encode( img ):
    px.a = c_uint8(255)
 
    px_len = img.size[0] * img.size[1]
-
    paxels = [ int(min(max(_,0),1)*255) for _ in img.pixels ]
 
-   for px_pos in range( px_len ):
-   #{
+   for px_pos in range( px_len ): #{
       idx = px_pos * img.channels
       nc = img.channels-1
 
@@ -2836,39 +5092,32 @@ def qoi_encode( img ):
       px.b = paxels[idx+min(2,nc)]
       px.a = paxels[idx+min(3,nc)]
 
-      if qoi_eq( px, px_prev ):
-      #{
+      if qoi_eq( px, px_prev ): #{
          run += 1
 
-         if (run == 62) or (px_pos == px_len-1):
-         #{
+         if (run == 62) or (px_pos == px_len-1): #{
             data.extend( bytearray( c_uint8(QOI_OP_RUN | (run-1))) )
             run = 0
          #}
       #}
-      else:
-      #{
-         if run > 0:
-         #{
+      else: #{
+         if run > 0: #{
             data.extend( bytearray( c_uint8(QOI_OP_RUN | (run-1))) )
             run = 0
          #}
 
          index_pos = qoi_colour_hash(px) % 64
 
-         if qoi_eq( index[index_pos], px ):
-         #{
+         if qoi_eq( index[index_pos], px ): #{
             data.extend( bytearray( c_uint8(QOI_OP_INDEX | index_pos)) )
          #}
-         else:
-         #{
+         else: #{
             index[ index_pos ].r = px.r
             index[ index_pos ].g = px.g
             index[ index_pos ].b = px.b
             index[ index_pos ].a = px.a
 
-            if px.a == px_prev.a:
-            #{
+            if px.a == px_prev.a: #{
                vr = int(px.r) - int(px_prev.r)
                vg = int(px.g) - int(px_prev.g)
                vb = int(px.b) - int(px_prev.b)
@@ -2892,16 +5141,14 @@ def qoi_encode( img ):
                   data.extend( bytearray( c_uint8(op) ) )
                   data.extend( bytearray( c_uint8(delta) ))
                #}
-               else:
-               #{
+               else: #{
                   data.extend( bytearray( c_uint8(QOI_OP_RGB) ) )
                   data.extend( bytearray( c_uint8(px.r) ))
                   data.extend( bytearray( c_uint8(px.g) ))
                   data.extend( bytearray( c_uint8(px.b) ))
                #}
             #}
-            else:
-            #{
+            else: #{
                data.extend( bytearray( c_uint8(QOI_OP_RGBA) ) )
                data.extend( bytearray( c_uint8(px.r) ))
                data.extend( bytearray( c_uint8(px.g) ))
@@ -2921,7 +5168,7 @@ def qoi_encode( img ):
    for i in range(7):
       data.extend( bytearray( c_uint8(0) ))
    data.extend( bytearray( c_uint8(1) ))
-   bytearray_align_to( data, 16, 0 )
+   bytearray_align_to( data, 16, b'\x00' )
 
    return data
 #}