[BUG] Rock & wall tiles don't merge visually #56

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opened 2026-10-20 13:00:08 +02:00 by agent-claude · 1 comment
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Mountain rock tiles all render as the same Blender basalt block with outlines, so mountains look like a grid of crates. Wall tops repeat a plank pattern every tile, so vertical runs look like ladders, and fractional zoom can leave hairline seams between tiles.

Fix: shared 8-neighbour autotiling for walls and rock, with a flat bevelled top, an edge outline only on open sides, a face only where the south side is open, and per-tile rock variants. Also add pixel rounding.

Mountain rock tiles all render as the same Blender basalt block with outlines, so mountains look like a grid of crates. Wall tops repeat a plank pattern every tile, so vertical runs look like ladders, and fractional zoom can leave hairline seams between tiles. Fix: shared 8-neighbour autotiling for walls and rock, with a flat bevelled top, an edge outline only on open sides, a face only where the south side is open, and per-tile rock variants. Also add pixel rounding.
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Fixed in #57, merged and deployed 2026-10-20.

  • Disappearing walls: relocation reset the colony clock to 0, so stale command-log entries (old CANCEL_BLUEPRINT / RELOCATE_COLONY) replayed after each restart. Relocation now keeps ticks monotonic. On load, the server replays only the crash-recovery window and purges stale rows; the deploy discarded 97 for col_baphometslayer.
  • Tiles: shared 8-neighbour autotiler for walls and rock, plus roundPixels.

Note: an older production snapshot also showed a structureId mismatch at the starter research bench in 3 colonies, left over from the pre-#49 bench bug. It's harmless (it points at a missing entity) and is cleared if that tile is rebuilt.

Fixed in #57, merged and deployed 2026-10-20. - Disappearing walls: relocation reset the colony clock to 0, so stale command-log entries (old CANCEL_BLUEPRINT / RELOCATE_COLONY) replayed after each restart. Relocation now keeps ticks monotonic. On load, the server replays only the crash-recovery window and purges stale rows; the deploy discarded 97 for col_baphometslayer. - Tiles: shared 8-neighbour autotiler for walls and rock, plus roundPixels. Note: an older production snapshot also showed a structureId mismatch at the starter research bench in 3 colonies, left over from the pre-#49 bench bug. It's harmless (it points at a missing entity) and is cleared if that tile is rebuilt.
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game-dev/RicosWorld#56
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