A cell-wide sprite is now actually a cell wide
Rubble drawn to span its gap stopped short of the posts, and the ledger of blame is arithmetic: billboard widths scaled by the vertical pixel ratio (H/depth) when horizontal pixels-per-world-unit is the focal length over depth — about 1.4x larger. Every "one cell wide" volume rendered at seventy percent. Sprites that declare an aspect now mean WORLD width and use the horizontal scale, so rubble reaches post to post and hedges brush both walls; plain square token sprites keep their familiar pixel shape. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -339,7 +339,7 @@ export function billboards(
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if (content.kind === "thornbush" || content.kind === "rosebush") {
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out.push({
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...at, src: `/terrain3d/${content.kind}.png`, fallback: content.kind,
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scale: 0.5, aspect: 2.35, rise: 0, bias: 0.18, label: content.kind,
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scale: 0.5, aspect: 2.1, rise: 0, bias: 0.18, label: content.kind,
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});
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} else if (content.kind === "ooze") {
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out.push({
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