# Editor/Helper Object Survey This pass widened the renderer research beyond egg and NPC spawner objects and focused on editor/helper shapes that already carry useful classification data in the exported scene payload. ## Evidence Base - The renderer already exports `shapeDefinitions[*]` entries with `kind`, `family`, `dimensions`, `visibilityTags`, `traits`, and the matching catalog entry. - The public catalogs already distinguish many non-gameplay helper families that are currently easy to miss in the UI. - Representative catalog anchors in Remorse include: - `0x005A`, `0x005B`, `0x005C`, `0x005D`, `0x0066`-`0x0069`: invisible/editor wall objects - `0x01B8`: `camera` - `0x0290`, `0x0336`: `LIGHT_BRIDGE_*` - `0x0251`, `0x0318`, `0x0337`, `0x0361`: placeholder cubes and placeholder UI/editor markers - `0x0108`, `0x0113`, `0x01B9`, `0x01BA`, `0x025F`, `0x0260`, `0x02F0`, `0x0373`, `0x0399`, `0x03A1`, `0x04C8`: `wallgun_shape_*` helper cluster ## What This Means For The Renderer - A lot of the useful information is already present without more reverse-engineering. The main problem was presentation, not raw data availability. - Editor/helper objects often carry meaningful `mapNum`, `npcNum`, `quality`, or `nextItem` values even when they are not DTABLE-backed NPC spawners. Those raw linkage values are worth exposing because they help separate placeholder geometry from logic markers. - Catalog names already identify several broad classes that deserve different handling in the UI: - invisible walls/editor walls - camera/helper markers - light bridge / forcefield / editor-authored bridge surfaces - placeholder cubes and placeholder UI markers - auto-derived helper shapes tied to specific USECODE families like `WALLGUN` ## Focused Caution: Suspicious Map Objects Are Not Always Helpers - The map-13 jump-start follow-up around the rare jump-through wall found one especially suspicious nearby placement: `fixed:4767`, shape `0x0135`, frame `0`, at world `47966,53598,97` in the decoded retail cache. - That object looks tempting as an editor/helper candidate when viewed only from map placement, but the decoded reference data says otherwise: `0x0135` is `shape:309`, a `terrain` item with dimensions `4 x 4 x 0` and traits `solid`, `fixed`, and `land`. - The useful classification came from USECODE rather than from the exported editor/helper buckets. In the extracted corpus, class `0x0135` is `FFFLOOR`, an environmental hazard/controller family with live `gotHit`, `equip`, and `unequip` bodies. - The nearby map-13 companion object is not an editor wall flag or a hidden collision override either. The closest local trigger on the same upper platform is the family-4 egg `fixed:4770` (`shape 17`, egg id `37`, subtype selector `QLo 4`), which currently resolves to `CHANGER`, not to a direct wall-solidity helper. - Practical renderer implication: when a placement looks suspicious in map context, do not assume it belongs in the editor/helper bucket just because it sits beside editor markers. `0x0135` is a good counterexample: it is a gameplay-side environmental floor tile that only becomes legible once the USECODE class is identified. ## Implemented UI Enrichment The tooltip now exposes generalized metadata for editor/helper objects instead of reserving extra detail almost entirely for NPC spawners: - `Dimensions`: shape dimensions from the exported shape definition - `Tags`: exported visibility tags such as `editor`, `helper`, `egg`, `roof`, and `oob` - `Traits`: exported rendering/collision traits such as `occluding`, `translucent`, `solid`, `fixed`, and nonzero animation type - `Role hint`: a cautious catalog-backed note for important helper families like invisible walls, cameras, light bridges, placeholders, `WALLGUN` helper shapes, `0x04D0` NPC spawners, and `0x024F` monster eggs - `Raw linkage`: `map`, `npc`, `quality`, and `next` fields for editor/helper/egg objects so unresolved objects still expose their control data ## Practical Next Targets - Add dedicated filters or list views for helper subfamilies such as invisible walls, camera markers, light bridges, and placeholder cubes. - Add shape-family frequency summaries so repeated helper markers can be audited across a map. - Decode more shape-specific field semantics for the still-unresolved editor objects, especially the remaining non-promoted invisible-wall, camera/helper, and music-controller families, and keep folding any new results back into the dedicated USECODE-link note. - Find the No Regret replacement for the Remorse `0x024F` monster-egg workflow instead of assuming the same shape is reused. `0x04B1` now has a stable `CMD_LINK -> TRIGGER.slot_20` viewer target, and `0x04E3` is already promoted as `SKILLBOX::equip`, so they no longer belong in the unresolved editor-object bucket here.