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fix(char): render characters in native art on Tiles; drop sprite color tinting
The skin/hair/cloth-base/gear palette-ramp recoloring on the top-down Tiles character sprites looked bad, so it's disabled: tintedTileCanvas() now returns null, making every caller (drawCharTileCanvas, charTileTexture, in-game + customizer preview + Pixi) fall through to the native Kenney sprite art. The customizer's top-down editor drops the Cloth/Skin/Hair and per-gear color rows and keeps only equipment PIECE selection (body/head/shield/weapon). The ASCII '@' color picker is unchanged (shown in the ascii/color branch, driven by colors.base via avatarVisuals.tintColorFor). Iso skin tint and premium generated-skins are untouched. Suite 46/317 green.
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@@ -720,19 +720,14 @@
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return;
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}
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var bodyItem = draft.equipment && draft.equipment.body;
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var headItem = draft.equipment && draft.equipment.head;
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sectionTitle('Color', editSection);
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if (!bodyItem || bodyItem === 'none') renderColorRow('Cloth', 'base', 'tint', editSection);
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renderColorRow('Skin', 'skin', 'skin', editSection);
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if (!headItem || headItem === 'none') renderColorRow('Hair', 'hair', 'hair', editSection);
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// Sprite tinting (cloth / skin / hair / gear colour) is disabled for the top-down
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// Tiles view — characters render in native Kenney art. Only equipment PIECE selection
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// remains here; the '@' colour for ASCII mode is still pickable in the ascii/colour
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// branch above.
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sectionTitle('Equipment', editSection);
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(RK.CHAR_EQUIPMENT_SLOTS || []).forEach(function (slot) {
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var catalog = RK.CHAR_EQUIPMENT[slot] || {};
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var opts = row(slot.charAt(0).toUpperCase() + slot.slice(1), editSection);
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var selectedItem = catalog[draft.equipment[slot]];
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for (var id in catalog) {
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(function (item) {
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opts.appendChild(optionButton(item.label, draft.equipment[slot] === item.id, function () {
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@@ -742,9 +737,6 @@
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}, optionTileCanvas(slot, item, draft, equipRedrawers)));
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})(catalog[id]);
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}
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if (equipmentColorable(selectedItem)) {
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renderColorRow(slot.charAt(0).toUpperCase() + slot.slice(1) + ' color', slot, 'tint', editSection);
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}
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});
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}
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@@ -226,6 +226,12 @@
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}
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function tintedTileCanvas(idx, tintId, colors, slot) {
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// Sprite recoloring (skin / hair / cloth-base / gear tinting) is intentionally disabled:
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// characters and equipment render in their native Kenney art. Returning null makes every
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// caller (drawCharTileCanvas, charTileTexture) fall through to the untinted sprite. The
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// ASCII '@' colour is unaffected — it uses colors.base via avatarVisuals.tintColorFor,
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// a separate path. To restore tinting, delete this early return.
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return null;
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var a = RK.charAtlas();
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tintId = validTint(tintId);
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colors = RK.normalizeCharColors(colors, tintId);
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