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feat(iso): floor pip on every walkable cell (dark gaps are clearly not floor)
Marking only the adjacent walkable cells was not enough — a dark wall-gap/void still read as a hole you could walk into. Now every visible floor cell gets a soft cyan pip, so the WALKABLE ground is explicit everywhere; a dark gap with no pip is unambiguously not floor. Keeps the stronger pulsing outline on the immediately-adjacent walkable cells.
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@@ -355,6 +355,16 @@
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ctx.globalAlpha = cut ? 0.28 : Math.max(0.16, lb);
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if (rec && rec.ready) this._drawImage(rec.img, it.sx, it.sy + this.tileH, this.imageW, this.imageH);
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else this._diamond(it.sx, it.sy + this.tileH * 0.5, (legend[it.kind] && legend[it.kind].color) || '#3a4048');
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// Walkable-floor pip: mark every visible floor cell with a soft dot so the WALKABLE
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// ground is explicit everywhere. A dark gap with no pip is unambiguously NOT floor —
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// that's what stops iso wall-gaps/voids from reading as holes you can walk into.
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if (it.kind === 'floor' || it.kind === 'floor2') {
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ctx.globalAlpha = Math.max(0.14, lb) * 0.5;
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ctx.fillStyle = 'rgba(150,215,255,1)';
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ctx.beginPath();
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ctx.arc(it.sx, it.sy + this.tileH * 0.5, 2.4, 0, Math.PI * 2);
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ctx.fill();
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}
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ctx.globalAlpha = 1;
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} else if (it.type === 'prop') {
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this._contactShadow(it.sx, it.sy + this.tileH * 1.4, 22, 9);
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