Commit Graph

10 Commits

Author SHA1 Message Date
DramaticShape 89b6c8513f 1.0.6: conditional pins, Pokemon Tower, plateau statues, cave elevation
Adds `when_above` conditional pins, resolved per position in
TileShape.at: one graphic can mean two things (the gates' $32 is both
wall base course and counter front), and a flat pin has to pick one.
Gates get half-height counters and level walls.

Pokemon Tower gains a buildings entry -- it is the drawing the map edge
cuts off, sealed on the north -- and the Indigo Plateau statues are
built like the gym statues.

Fixes: grass stands one full-height clump per tile instead of two
half-cut stubs at different depths; ledge pillars drop to ledge height;
a prop only rides furniture when its own cell is blocked (chairs were
being lifted onto tables); and the caves had water and rock pinned
backwards, which stood the Seafoam sea up as rock and cut trenches
through Mt Moon. No cave tile is below the datum now.
2026-07-27 03:54:33 -04:00
DramaticShape 7f41f323f5 one standing clump per grass tile; ledge pillars at ledge height
Grass: each 8x8 tile is one whole clump, so it stands as ONE full-height
slab at its own depth. The first cut split every tile again into its top
and bottom four art rows and stood those at two different depths, which
cut each blade in half -- two 4px stubs 4px apart rather than a tuft.
A cell's 2x2 tiles still stand independently, so the player walks
between the north and south rows.

Ledges: $34 is the cliff slope's foot AND the pillar between hop-down
segments. Pinned `wall` with the rest of the slope chain it stood 16px
beside a 6px lip, breaking the ledge line with blocks nearly three times
its height. At ledge height the run reads continuous, and the Diglett
mound is unchanged -- its foot row reads as the talus it is drawn as.
2026-07-27 03:06:27 -04:00
DramaticShape be02443e97 Merge branch 'worktree-viridian-forest' into 20260726_various_fixes
# Conflicts:
#	data/voxel_heights.lua
2026-07-27 02:57:30 -04:00
DramaticShape 0ba9109e40 1.0.5: furnish every remaining interior
Extends the shape profile from ten tilesets to twenty-three -- 1,190
pinned tiles over ~130 maps -- surveyed against the standard the
finished interiors set: one 16px wall band carrying its built-ins,
half-cell counters, bookcase-collapsed shelving, thin-pool plant
standees, objects riding the furniture they are drawn above.

The recurring failures were rooms sunk into ponds by the three
stale-cache water ids (collision is per cell, so one trapped tile sank
its neighbours too), counters and cave edges towering to 32-48px,
racks fusing into deep monoliths, and anything in a walkable cell --
stools, tables, staircases, gravestone arches -- vanishing into the
floor.

Also fixes the door fold overwriting profile pins: it replaced the
resolved shape unconditionally, so stair pins on tiles their tileset
lists in doorTiles (Celadon Mansion, Pokemon Mansion 3F) silently did
nothing.
2026-07-27 02:24:05 -04:00
DramaticShape 5712f854b5 one tall hull per forest tree; project stump ring faces onto round tops
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).
2026-07-27 01:43:08 -04:00
DramaticShape d94b4dcf75 grow Viridian Forest real trees, stumps and signs
The forest was raw detector output: ragged mixed-height tree boxes
with 0px rim collars, stump rows fused into crate walls, and signs
broken by the $32 water-fallback trap. Every tile of the tree drawing
and the stumps now takes the per-cell voxel hull the border forest
wears (a tree's four quarter-hulls tile into one lumpy canopy), signs
take the signpost slab, and the white filler is flat ground.
2026-07-27 01:30:40 -04:00
DramaticShape 7b727aa684 furnish the Poke Marts to the finished interiors' standard
The MART tileset shares the Center's atlas but not its pins, so marts
were raw detector output: 32px walls, the racks fused into one deep
monolith, the clerk booth a 48px slab. Pinned like the references --
16px wall band with the built-in cases, bookcase-collapsed racks,
half-cell counter with the poster on top, register standing on it.
2026-07-27 01:01:10 -04:00
DramaticShape da0fc49176 level the cliff mounds: pin the east slope chain, region-adopt doorways
The cliff drawing's dark east slope ($02/$24/$34) broke the repeat scan
at its corners and rose to 32px towers; a folded doorway column read
its own drawn extent and towered a block over the 16px mound around
Diglett's Cave. The slope chain is pinned to one 16px course, and a
doorway column now takes height AND top from its region: roofed among
drawn facades (houses), flat among flat repeats (the mound). Adds the
voxel_mound_probe driver that prints per-column detector decisions.
2026-07-27 00:37:56 -04:00
DramaticShape dcf078c2e0 1.0.4: flower/bush/statue/trash-can billboards, in-place mesh refresh
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.
2026-07-27 00:11:06 -04:00
DramaticShape 702d8049f0 initial commit 2026-07-26 16:43:53 -04:00