feat: soft entity collision, dead code removal, leaf standability fix
- Add TileOccupancy resource and rebuild_tile_occupancy system to track per-tile entity counts for soft collision avoidance - Add collision_delay to Ambulatory; entities try relative-left step on occupied tiles, wait 1 tick, then push through - Fix leaf canopy standability: leaves are now can_stand_in=true, can_stand_on=false (walkable, not standable-on) - Delete FloorTilePrefab / FixtureTilePrefab / FloorTile / FixtureTile / TileState (all fully dead — TileMap + ChunkData are sole truth) - Delete tile_spawns from TerrainBlob (populated but never consumed) - Delete leaf ghost entity spawn in forestry (orphaned invisible ECS entity) - Replace log prefab spawn with inline commands.spawn(Transform, Visibility) - Add TileMap::remove_fixture for future digging/explosion use - Skip collision avoidance when current tile has >2 entities (handles spawn cluster deadlock)
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@@ -17,6 +17,7 @@ rustc-hash = "2.1.1"
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ahash = "0.8.12"
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nohash-hasher = "0.2.0"
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futures-lite = "2.6.1"
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arrayvec = "0.7.6"
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[build-dependencies]
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image = "0.25.10"
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