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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@@ -11,6 +11,7 @@ mod camera;
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mod config;
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mod constants;
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mod cursor;
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mod debug;
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mod entities;
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mod game;
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mod system_info;
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@@ -67,5 +68,6 @@ fn main() {
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Update,
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item_tile_management_system.after(initialize_item_rotation_state),
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)
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.add_systems(Update, debug::entity_dump::dump_entity_positions)
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.run();
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}
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