feat(client): iso depth sorting + fade trees occluding the player (#66) #88
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alpha:wave-0
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marco/IsoMmo!88
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Delete branch "feat/iso-depth-sort"
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Closes #66. Fixes the counter-intuitive tree rendering the owner hit while testing: trees were drawn in the map pass, entirely behind the entity pass, so the player floated over every tree and you could not tell walkable lanes from tree tiles.
What changed
IsoOcclusion(Client.Core, unit-tested).GridRenderersplits intoDrawGround/VisibleObstacles/DrawTree;GameScreenowns the sorted pass with a reused per-frame list (no allocation).Movement + LOS were already correct server-side; this is purely the client render order.
Verify (visual)
Walk into a tree hedge: you can no longer stand "inside" trees (you never could server-side), trees in front of you occlude correctly, and any tree that would cover you turns semi-transparent so you still see your character.
Definition of Done