rimlike/scenes/world
megaproxy 6d04c8229b Phase 5 visual polish: real 3/4 walls, bigger cabin, subtle grass
User feedback after first visual inspection: 'walls looked really thick
and there was hardly any inside space'. Five targeted fixes:

1. Wall._draw rewrite — proper within-tile 3/4 perspective. Previously the
   wall was a 16w×32h bottom-anchored rect that rose UP into the cell
   above (which encroached on the cabin interior whenever the wall faced
   south). New layout: 16×16 fitting strictly inside its own tile, with
   a lit-top 5px band + shaded-front 11px band + mortar lines + outline.
   Reads as 'a wall standing up' without overlapping adjacent cells.
   Same shape for stone and wood materials (different palettes).

2. Demo cabin expanded from 5×4 to 8×6 — interior went from 6 cells
   (closet) to 24 cells (actual room).

3. Grass-tile border darken: 0.15 → 0.04. Killed the graph-paper effect
   that dominated at 3×+ zoom. Tile boundary still readable when looking
   carefully; doesn't dominate the visual.

4. Removed Phase 1 _paint_sample_walls() seed. That 8×8 stone ring lived
   only on the Wall TileMap layer (set to visible=false in the Phase 5
   rendering pivot) — so it was an invisible path obstacle. Cleaner to
   not seed it at all now that walls render at entity level.

5. CameraRig default target_zoom: 1.0 → 2.5. At 1× on a 1280-px viewport
   the world feels sparse and pawns become 6-pixel dots. 2.5× shows ~30
   tiles wide which is the 'comfortable inspection' level.

MCP-verified visually: the cabin now reads as a proper 8×6 stone room
with raised 3/4 walls and a real 24-cell interior. Subtle grass field.
The 'commit to 3/4 perspective' rendering decision is now actually
visible (was conceptual-only before).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 22:30:40 +01:00
..
.gitkeep Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
camera_rig.gd Phase 5 visual polish: real 3/4 walls, bigger cabin, subtle grass 2026-05-10 22:30:40 +01:00
camera_rig.gd.uid Phase 1 — 80² world, 6-layer TileMap, camera rig, tick loop, speed UI 2026-05-10 20:37:02 +01:00
camera_rig.tscn Phase 1 — 80² world, 6-layer TileMap, camera rig, tick loop, speed UI 2026-05-10 20:37:02 +01:00
crate.gd Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot 2026-05-10 22:11:40 +01:00
crate.gd.uid Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot 2026-05-10 22:11:40 +01:00
crate.tscn Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot 2026-05-10 22:11:40 +01:00
designation.gd Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot 2026-05-10 22:11:40 +01:00
designation.gd.uid Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot 2026-05-10 22:11:40 +01:00
designation.tscn Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot 2026-05-10 22:11:40 +01:00
pathfinder.gd Phase 2 — Pawn, pathfinder, click-to-select / click-to-move 2026-05-10 20:47:08 +01:00
pathfinder.gd.uid Phase 2 — Pawn, pathfinder, click-to-select / click-to-move 2026-05-10 20:47:08 +01:00
selection.gd Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot 2026-05-10 22:11:40 +01:00
selection.gd.uid Phase 2 — Pawn, pathfinder, click-to-select / click-to-move 2026-05-10 20:47:08 +01:00
stockpile_zone.gd Phase 4 — Trees, Rocks, Items, Stockpiles, Hauling 2026-05-10 21:32:39 +01:00
stockpile_zone.gd.uid Phase 4 — Trees, Rocks, Items, Stockpiles, Hauling 2026-05-10 21:32:39 +01:00
stockpile_zone.tscn Phase 4 — Trees, Rocks, Items, Stockpiles, Hauling 2026-05-10 21:32:39 +01:00
storage_destination.gd Phase 4 — Trees, Rocks, Items, Stockpiles, Hauling 2026-05-10 21:32:39 +01:00
storage_destination.gd.uid Phase 4 — Trees, Rocks, Items, Stockpiles, Hauling 2026-05-10 21:32:39 +01:00
world.gd Phase 5 visual polish: real 3/4 walls, bigger cabin, subtle grass 2026-05-10 22:30:40 +01:00
world.gd.uid Phase 1 — 80² world, 6-layer TileMap, camera rig, tick loop, speed UI 2026-05-10 20:37:02 +01:00
world.tscn Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot 2026-05-10 22:11:40 +01:00