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.
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).
The volume repeat scan anchors at a column's front tile; a plateau
column ending in a rounded corner tile ($13/$35) never matched and
read its whole capped extent -- 48px fins and tents out of the 16px
mesas on Routes 3 and 4. When the two rows directly above the front
are identical, the column is that repeat wearing a trim foot: unit is
one course plus the trim. Doorway columns still answer to their
region first.
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.
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.