The trees' 2x2-cell drawings unfolded onto the ground as quarter-hull
pancakes -- each tree read as cut in half. The carver is now parametric
over its canvas: a `canopy` anchor tile carves the whole 2x2-cell
drawing as ONE 32px hull, and stamps carry their footprint radius. The
stumps' drawn tops are a cut face, not body: the `stump` class builds
the hull from the bark rows and projects the ring ellipse across the
round flat top, near arc south (stump_cap = the ellipse's drawn rows).
A body-anchored building's eave juts frontEave voxels past the map
boundary; the neighbour-body mask read that overhang as a ring scrap
and opened the roof rim into the sky from across the seam. Building
placements only scan the body, so their quads now carry an `own` flag
the edge keep-rules never touch.
Flowers stand as 1px animated cutouts on their own pulled mesh (own-cell
flowers hide behind the walker, the cell south still overdraws feet).
Cuttable bushes, gym statues (single-block plinth) and Lt. Surge's trash
cans stand as 5-voxel prop cutouts; prop_ground names the tile painted
beneath. Block edits refresh meshes in place instead of blinking to 2D.
Two voxel-mode holes, both in ChunkMesher's keep/emit rules:
1. A tile claimed by a standing object (building footprint, sign
standee, pond bushes) painted only its flat synthesized ground and
never emitted side faces, so beside recessed water the 2px step was
an open slit into the sky. The skip branch now emits the same
below-ground side bands ordinary ground does, cut from the
synthesized ground's art.
2. A profiled building whose front row is the map's last tile row has
its facade exactly on the shared boundary plane (Saffron's row
houses seen from Route 6), where the strict overBody test and the
closed neighbour mask dropped it. Outward-facing quads on the body's
boundary planes are now kept, told apart from ring scraps -- the
thing the mask exists to kill -- by their winding.