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The black boxes around furniture/windows were transparent object tiles drawn straight onto the dark canvas. Fix at the pipeline level, not as a tavern one-off: - tileRenderer: a tile kind whose legend declares `over` (the ground it sits on) now draws that base tile FIRST, then the object on top — so the object's transparent areas show the floor/wall. Works for any scene, atlas or flat-colour fallback. Wall-grounding shadow strip now only applies to real walls, not objects. - sceneModel TAVERN_LEGEND: declares over='floor' for bar/keg/shelf/table/chair/ barrel/crate/rug and over='wall' for windows. - catSprites: the cat occupies ~40% of its 50x50 frame, so scale to ~2x the cell and centre it — it now reads about tile-sized instead of tiny. Client-only. Suite 57 suites / 413 tests green.