If you add new devtools functionality like a new keyboard button binding that prints stuff to help with debugging, or flycam features, or anything, MAKE SURE you add a description of that functionality and how to access it in the function make_devtools_help() so it's just clear what debugging tools there are. Document it please.
Every time you checkin/clone the project, make sure to call `blender_export.bat` at least once! This will auto-extract `art\art.blend` and run `art\Exporter.py`, thereby baking, validating, and exporting all the assets and the level.
When editing Exporter.py in either the blender editor, or in a text editor in the repo, you have to continually make sure blender's internal version of the script doesn't go out of date with the actual script on disk, by either saving consistently from blender to disk if you're editing from blender, or by reloading from disk in the blend file before each commit.
P("~~~~~~~~~~~--Devtools is Activated!--~~~~~~~~~~\n");
P("This means more asserts are turned on, and generally you are just better setup to detect errors and do some introspection on the program\n");
P("\nKeyboard bindings and things you can do:\n");
P("7 - toggles the visibility of devtools debug drawing and debug text\n");
P("F - toggles flycam\n");
P("T - toggles freezing the mouse\n");
P("9 - instantly wins the game\n");
P("P - toggles spall profiling on/off, don't leave on for very long as it consumes a lot of storage if you do that. The resulting spall trace is saved to the file '%s'\n",PROFILING_SAVE_FILENAME);
P("If you hover over somebody it will display some parts of their memories, can be somewhat helpful\n");