ci / verify (push) Successful in 52s
The fog asked one question per tile -- can I see its centre? -- and drew or skipped the whole tile on the answer. Every shadow was a staircase, tiles snapped in and out as you walked, and a wall beside you vanished whenever its centre happened to sit behind its neighbour. Visibility casts rays from the eye instead: a fixed sweep, plus two aimed either side of every wall corner, which is what makes each shadow edge a straight line rather than a smear between rays. The view now draws terrain and actors first and then darkness over whatever the rays did not reach, so a shadow runs straight through a tile and an enemy rounding a corner appears a slice at a time. Bullets are a child node and are still drawn over the dark; telegraphs are drawn after it, as they must be. "A bit less strict" is three specific things. A wall face you can see is lit 26 units in, measured perpendicular to the face; shadows end in a short fade rather than a line; and sight fades over its last 64 units rather than stopping at a circle. Still hard fog -- nothing remembered. The first version measured that depth along the ray, and a screenshot caught what no test had: a wall you look along got a sliver, so the wall beside you in a tunnel looked missing -- the old fog's own complaint. Perpendicular depth fixes it, and light stops the instant a ray steps back into the open, so it never rounds a corner, never reaches the far side of a one-tile wall, and never leaves a stepped wall through its other face. Two tiles touching only at a corner are closed. About half a millisecond a frame. Measured against the old fog in the same scene: hub 68 fps against 62, dungeon 240 against 240. The hub's own low rate predates this. MapGrid gains a revision counter so the corner list is rebuilt only when the map changes or the eye crosses a tile. screenshot.tscn now captures a dungeon, a tunnel and the tunnel with F1's overlay, which draws where each ray stopped -- and makes SHOT_DIR rather than failing every capture when it does not exist. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>