feat(client): UO-native tile metrics + fade creatures that hide the player #93
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alpha:wave-0
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marco/IsoMmo!93
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Delete branch "feat/uo-tile-metrics"
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Addresses #90 (and the "walking inside objects" feel), evaluated in-game — the feel is decidedly better.
UO-native tile metrics (44x44)
The grid was 64x32, so native 44x44 UO land was stretched/squished to fit, and the 16px vertical step packed mobiles tighter than the art expects. Switch
IsoProjectionto UO's native 44x44 (22px iso step on both axes): land draws 1:1 (no distortion) and mobiles/statics space as authored.IsoProjection/VisibleTilestests updated to the new geometry;docs/asset-authoring.mdcorrected (land is native, not scaled).Fade creatures that would hide the player
Extends the tree occlusion-fade (#66) to mobiles: a creature nearer than you that covers your body is drawn translucent (name stays readable), using the existing sprite hit-test (
Mobile.Contains) — the "walking inside the dummy" case.Known residual (separate follow-up)
The "blocked with a visible gap" (billboard tall sprite, 1-tile collision) is a readability gap, not fixed here — a ground tile-marker under mobiles / tile-under-cursor highlight (#91) is the next step.
Definition of Done