Dig marks and hover follow the real block shape; sprites no longer clipped by walls behind them

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Richard ZinkandClaude Opus 5.5 committed 2026-11-03 07:25:46 +01:00
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@@ -16,10 +16,10 @@ An original dungeon management game (genre: dungeon building & defence) that run
- Camera **freely rotatable 360° and tiltable**
- Walls with an **irregular surface** (noise displacement of the wall faces, seamless between neighbours)
- Textures: **procedural pixel art** (tile atlas)
- Units: **pixel sprites as billboards** (always facing the camera)
- Units: **pixel sprites as billboards** (always facing the camera), pulled towards the camera in depth so walls behind a unit never cut into its sprite
- Lighting: **dark + torches** – dark base level; claimed areas and light sources (torches, core, portal, gate) are bright, flickering light
- **Dig marking**: a marked block glows as a translucent yellow box with a yellow outline around all edges
- **Hover**: the wall block under the mouse gets a faint version of that box (in the colour of the active tool); while dragging a dig rectangle, every block inside is tinted faintly; floor tiles get an outline
- **Dig marking**: a marked block glows yellow along its **real irregular shape** (tinted top and open sides, outline following the displaced edges)
- **Hover**: the wall block under the mouse gets a faint version of that highlight (in the colour of the active tool); while dragging a dig rectangle, every block inside is tinted faintly; floor tiles get an outline
- **Tile outlines**: subtle dark lines around every tile (floors, wall tops, vertical wall edges), following the irregular surface; toggle with G (later in the graphics settings)
- The UI is a 2D layer on top, including a minimap