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Fixes the "thin disconnected slabs" on the top-left/bottom-right walls and juices the iso scene: - Wall facing: iso walls have an orientation. A run along grid-x uses the _S rotation, a run along grid-y uses the perpendicular _W (I viewed the tiles: _S faces SW, _W faces SE — the two camera-facing rotations), and true corners use the corner tile. The renderer picks per-cell from neighbours. Enclosing walls now read as continuous faces on all four edges. Same logic gives windows/doors a Y rotation. - Floor variety: deterministic per-cell hash sprinkles planksBroken into wood floors and stoneTile/stoneUneven into stone — no more flat identical sea. - Juice: soft contact shadows ground every prop + character, and a warm radial vignette lights the room instead of it looking pasted onto black. - Tavern map: barrels/crates line the side walls (clear of windows/spawn, via the wall-safe put()) so the lobby reads lived-in in every render mode. Suite 58/419 green.