3304170c6b2d25d2c7ccdc04417f75a1ecb8b21a
Port items (emerging output, incoming input) are now drawn over the buildings but clipped to the whole view minus each machine's interior (footprint inset by 0.2 tile). An item therefore shows only near the port edge — emerging from / sinking into the machine — and stays visible in the ~0.4-tile band at a seam between two directly-coupled buildings (REQ-MAT-DIRECT-COUPLE), instead of being fully occluded and invisible. Edges are inset only where the neighbouring cell is not part of the same building, so interior seams stay filled for multi-cell/L-shaped footprints. Transport tiles (belt/splitter/tunnel) are not machines and never occlude, so belt items stay fully visible. Rendering only; no sim change. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DZR44tA8sn4dPqDzAVXyps
Description
No description provided
Languages
C++
96%
CMake
2.2%
Python
1.1%
C
0.7%