PROP SETTINGS NOW LIVE IN entities.csv

Open entities.csv beside MaptoMCD2_Compiler.bat.
Read ENTITIES_GUIDE.txt in the same folder for all columns and examples.

For the barrel:
- name: prop_barrel
- type: prop
- state: static
- collision: mesh (enabled now) or none (walk-through decoration).

mesh uses BlockAll and the native mesh's existing collision. If the asset
has no usable collision shapes, this cannot invent them. Test the barrel
again in-game after rebuilding.

To add a prop, copy the barrel row, change its prop_ name and mesh path,
then set clearance, spawn_offset and collision for that row.
No edits to props.py, markers.py or HavenDoor.cs are needed.

The compiler includes 1,459 newly discovered prop markers: 943 static meshes
and 516 native blueprints. Search their names in the prop catalogue or CSV.
They are registered but UNTESTED in-game. An entry does not spawn unless its
marker is placed in a map. Static entries default to no collision; native
blueprints may require level-specific setup, fail to spawn, or crash. Test
one at a time with a disposable offline save before using them in a real map.

Use minecraft:prop_barrel (or your new name) in a STRUCTURE BLOCK.
LOAD mode, choose rotation, click Done, not Load. Save and Quit Minecraft.
Save the CSV, restart the compiler and rebuild. Install with MCD II closed.

Interactive test props currently available:
- prop_button
- prop_lever
- prop_pressure_plate
- prop_brazier
- prop_gate
- prop_bridge
- prop_small_bridge
- prop_camp_door
- prop_fortified_gate
- prop_large_barred_gate
- prop_small_barred_gate
- prop_illager_gate
- prop_outpost_gate
- prop_box_trigger
- prop_sphere_trigger
- prop_falling_block
- prop_falling_floor
- prop_impaler
- prop_sinking_platform
- prop_hinged_platform
- prop_illager_lift
- prop_pusher
- prop_instant_pusher
- prop_roadblock
- prop_spin_blade_trap
- prop_spin_flamethrower_trap
- prop_secret_door_bookshelf
- prop_secret_door_stone
- prop_secret_floor_stone
- prop_breakable_stone_wall
- prop_statue_switch
- prop_vault_gate

For multiple copies, add a number to the structure-block name:
prop_button_1, prop_button_2, prop_lever_1, and so on.
These actors are being tested in-game; their full level links may require
additional setup. Changes apply after rebuilding, not live.

STATIC PROPS
The compiler also includes the reusable generic static-mesh prop library.
Older static entries may use mesh collision; newly discovered entries default
to no collision until tested. Use the same prop_ marker names and optional
_a1 action suffix. Some fog, terrain, foliage and cutscene assets are among
the untested discoveries and may not be useful as standalone props.
