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The first cut updated wallGeometry + RoomMapData (so the visualization rebuilt) but NOT the FurnitureStackingHeightMap. The stacking map is what governs whether the room treats a tile as 'a room tile you can stack furni on' vs. 'blocked'. Without rebuilding it, every newly-painted tile in the live preview looks walkable but rejects furniture placement - user reported exactly that. Mirror the structure of onRoomHeightMapEvent: build a fresh FurnitureStackingHeightMap from the parsed floor (height + isRoomTile from FloorHeightMapMessageParser.TILE_BLOCKED), default stackingBlocked=false, then setFurnitureStackingHeightMap + refreshTileObjectMap so the room object map picks up the new tile set.