Adopt UO-native tile metrics (stop distorting land, align art footprints) #90
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marco/IsoMmo#90
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Our grid is 64x32 (
IsoProjection.TileWidth/TileHeight), but the UO art is authored for UO's native tile step. Two visible consequences today:GridRenderer.DrawGrassforce-scales the 44x44 UO land tile to 64x32 — stretched horizontally, squished vertically.Proposal (spike first)
IsoProjection.TileWidth/TileHeightto match, and drop the land up-scaling so UO art tiles natively.ScreenToGrid), layouts and the movement feel — do it on a branch and evaluate in-game before committing.Sibling of the billboard-vs-tile readability issue (tile highlight) and #66 (depth sort, already static-agnostic).
Definition of Done
Done in #93: IsoProjection now uses UO-native 44x44 metrics (22px iso step), land draws 1:1 with no stretch/squish, and mobiles/statics space as the art expects. Evaluated in-game (feel improved). The residual 'blocked with a visible gap' readability is tracked separately in #91.