treewide: the renderer rewrite was promised to me 3000 years ago #21
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Replaces the solid-color placeholder rendering (which I got really sick of) with a GPU texture atlas system. 32 tile IDs are programmatically painted into a render texture at startup and then finalized into a regular
Texture2Dfor efficientDrawTexturePro-based rendering. Every entity, tile, and UI element now draws from this single atlas. Also expands the tile system with door types, improves stairs placementreliability (which I fucked up tbh), and adds sprite animation support (idle breathing, walk cycles, attack poses) for both player and enemies.
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