Object frames turn by any angle (quarter turns stay exact, so scenes along
the axes render byte for byte as before); a box in a turned frame is a
prism with its own corners. Rotation is kept as given (normalised to
0..360), no longer snapped to quarter turns.
Depth sort: sprites whose plan outline is not their box carry their convex
outline; when boxes overlap, an outline edge that separates two sprites
orders them. A long diagonal wall sorts right against both sides.
Joints (line_meet, end_cut, cut_box in util.rhai): where a piece off the
axes is involved, corners are mitred and T-junctions slanted; fences put a
corner post or pillar in its own sprite and mitre stone bases; Y joints let
the lowest id run through. Streets: every end part is a cut e + k*w, so
side streets come in at any angle (slanted sidewalk gaps), two streets meet
in a mitre with seam patches; fixes a curve's outer sidewalk that was
skipped when its kerb and back lines had different point counts.
Studio: runs and drags keep to x/y or snap to 45 degree diagonals, Ctrl
gives any angle; a road run turning 45 degrees gets a 45 degree curve;
Rotation is a number box. Streets demo: a diagonal lane with a hedge.
MCP guidance, SCRIPTING/README/ROADMAP.
Tests: Rust 76, Studio and web checks green.
Joints: line_joint (util.rhai) applies the house-wall rules to fences and
site walls, so pieces never overlap and the depth sort stays clean.
- A corner is closed: the thicker piece (or, if equal, the one along
world x) runs through, and the other stops at its face.
- On a straight run, two pieces share one post.
- At a T, the stem stops at the other piece's face without a post of its
own.
- A fence that ends at a site or house wall stops at the wall's face.
Fence designs (prop style): mesh, wooden boards, steel bars, mesh on a
stone base, cobble wall, and brick wall with pillars. Board, stone and
brick joints are drawn on the face turned to the viewer. Brick pillars
are separate sprites.
Studio: line prefabs (walls, fences, hedges, roads) can be drawn as a
run by clicking corner after corner. Double-click or Enter ends the run,
clicking the first corner closes it, and Backspace drops the last
corner. A run is one undo step. A drag still draws one piece. Corners
and ends snap onto the ends and lines of the pieces they meet, and a
marker shows where the next corner will snap.
The house demo gets a brick front wall with gate pillars and wooden side
fences in place of the old east fence, which ran over the road. Tests
cover every design's corners, Ts, straight runs and wall stops, with no
depth-sort cycles in any rotation, plus site walls. check_studio draws
and closes a fence run, undoes it in one step, snaps a dragged spur,
and picks a design.