Optimize wall/fog rendering
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@@ -129,7 +129,9 @@ Both systems independently iterate `get_nodes_in_group("units")`, hook `node_add
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---
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### J. Sprite spam in `FogRenderer` and `WallRenderer`
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### J. Sprite spam in `FogRenderer` and `WallRenderer` — **Resolved 2026-04-07**
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Both renderers now override `_draw()` and use `draw_texture_rect_region()` directly. Zero child sprites; layout changes call `queue_redraw()` instead of thrashing the scene tree. Findings **O** (redundant `match` arms) and **P** (undocumented `FOG_RECT`) were folded into the same change.
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**Files:** `nodes/fog_renderer.gd:13-43`, `nodes/wall_renderer.gd:44-176`
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@@ -254,7 +256,7 @@ Findings 2 and 9 from the prior review are the largest gameplay gap. Until that
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| G | `remove_unit` leaks signal connections | Medium | Small |
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| H | Dead `process_combat` | Medium | Trivial |
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| I | O(n) unit lookup | Medium | Small |
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| J | Sprite-per-tile renderers | Medium | Medium |
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| J | Sprite-per-tile renderers | ~~Medium~~ | **Done** |
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| K | `MapLayout.initialize` not guarded | Medium | Small |
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| L | Highlight updates while modal open | Medium | Trivial |
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| M | Inline scripts in `unit.tscn` | Medium | Small |
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@@ -5,39 +5,35 @@ extends Node2D
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## that is not part of any room. Future: drive visibility from map state.
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const TILE_SIZE := 100.0
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## Fog tile region in aux_terrain.BMP
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const FOG_RECT := Rect2(53, 53, 100, 100)
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@export var atlas_texture: Texture2D
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var _fog_tiles: PackedVector2Array = []
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func draw_fog_for_layout(map_layout: MapLayout) -> void:
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_clear()
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_fog_tiles.clear()
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if not map_layout or not atlas_texture:
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queue_redraw()
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return
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for y in map_layout.size.y:
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for x in map_layout.size.x:
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var tile := Vector2i(x, y)
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if map_layout.is_tile_valid(tile):
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continue
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_create_fog_sprite(Vector2(tile) * TILE_SIZE)
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_fog_tiles.append(Vector2(tile) * TILE_SIZE)
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queue_redraw()
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func _clear() -> void:
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for child in get_children():
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child.queue_free()
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func _create_fog_sprite(pos: Vector2) -> void:
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var atlas := AtlasTexture.new()
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atlas.atlas = atlas_texture
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atlas.region = FOG_RECT
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var sprite := Sprite2D.new()
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sprite.texture = atlas
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sprite.centered = false
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sprite.position = pos
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sprite.scale = Vector2(
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TILE_SIZE / FOG_RECT.size.x,
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TILE_SIZE / FOG_RECT.size.y,
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)
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add_child(sprite)
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func _draw() -> void:
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if not atlas_texture:
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return
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var dest_size := Vector2(TILE_SIZE, TILE_SIZE)
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for pos in _fog_tiles:
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draw_texture_rect_region(
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atlas_texture,
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Rect2(pos, dest_size),
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FOG_RECT,
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)
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@@ -40,21 +40,28 @@ const HALF_EDGE := TILE_SIZE / 2.0
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@export var atlas_texture: Texture2D
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# Each entry is [dest_rect: Rect2, source_rect: Rect2]
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var _segments: Array = []
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func draw_walls_for_layout(map_layout: MapLayout) -> void:
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_clear_walls()
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_segments.clear()
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if not map_layout or not atlas_texture:
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queue_redraw()
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return
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var tile_edges := _collect_tile_edges(map_layout)
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for tile in tile_edges:
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var edges: Array = tile_edges[tile]
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_draw_tile_walls(tile, edges)
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_build_tile_walls(tile, edges)
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queue_redraw()
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func _clear_walls() -> void:
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for child in get_children():
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child.queue_free()
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func _draw() -> void:
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if not atlas_texture:
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return
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for seg in _segments:
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draw_texture_rect_region(atlas_texture, seg[0], seg[1])
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func _collect_tile_edges(map_layout: MapLayout) -> Dictionary:
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@@ -97,28 +104,20 @@ func _direction_to_edge(dir: Vector2i) -> StringName:
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return &""
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func _draw_tile_walls(tile: Vector2i, edges: Array) -> void:
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func _build_tile_walls(tile: Vector2i, edges: Array) -> void:
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var tile_origin := Vector2(tile) * TILE_SIZE
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for edge in edges:
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match edge:
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&"left":
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_draw_edge_segments(tile_origin, edge)
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&"right":
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_draw_edge_segments(tile_origin, edge)
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&"top":
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_draw_edge_segments(tile_origin, edge)
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&"bottom":
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_draw_edge_segments(tile_origin, edge)
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_build_edge_segments(tile_origin, edge)
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# TODO: Outer corner segments
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_draw_outer_corners(tile, tile_origin, edges)
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_build_outer_corners(tile, tile_origin, edges)
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# TODO: Inner corner segments (for non-rectangular room support)
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_draw_inner_corners(tile, tile_origin, edges)
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# Inner corner segments (for non-rectangular room support)
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_build_inner_corners(tile, tile_origin, edges)
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func _draw_edge_segments(tile_origin: Vector2, edge: StringName) -> void:
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func _build_edge_segments(tile_origin: Vector2, edge: StringName) -> void:
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var seg_a_rect: Rect2
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var seg_b_rect: Rect2
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var seg_a_offset: Vector2
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@@ -156,34 +155,22 @@ func _draw_edge_segments(tile_origin: Vector2, edge: StringName) -> void:
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seg_a_offset = Vector2(0, TILE_SIZE - WALL_THICKNESS)
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seg_b_offset = Vector2(HALF_EDGE, TILE_SIZE - WALL_THICKNESS)
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_create_segment_sprite(tile_origin + seg_a_offset, seg_a_size, seg_a_rect)
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_create_segment_sprite(tile_origin + seg_b_offset, seg_b_size, seg_b_rect)
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_queue_segment(tile_origin + seg_a_offset, seg_a_size, seg_a_rect)
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_queue_segment(tile_origin + seg_b_offset, seg_b_size, seg_b_rect)
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func _create_segment_sprite(pos: Vector2, target_size: Vector2, source_rect: Rect2) -> void:
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var atlas := AtlasTexture.new()
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atlas.atlas = atlas_texture
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atlas.region = source_rect
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var sprite := Sprite2D.new()
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sprite.texture = atlas
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sprite.centered = false
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sprite.position = pos
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sprite.scale = Vector2(
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target_size.x / source_rect.size.x,
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target_size.y / source_rect.size.y
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)
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add_child(sprite)
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func _queue_segment(pos: Vector2, target_size: Vector2, source_rect: Rect2) -> void:
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_segments.append([Rect2(pos, target_size), source_rect])
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func _draw_outer_corners(_tile: Vector2i, _tile_origin: Vector2, _edges: Array) -> void:
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func _build_outer_corners(_tile: Vector2i, _tile_origin: Vector2, _edges: Array) -> void:
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# TODO: Implement outer corner segments
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# Check pairs of adjacent edges (e.g., "top" + "left" → top-left outer corner)
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# and draw the corner piece from the atlas.
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pass
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func _draw_inner_corners(_tile: Vector2i, tile_origin: Vector2, edges: Array) -> void:
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func _build_inner_corners(_tile: Vector2i, tile_origin: Vector2, edges: Array) -> void:
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## Draws decorative corner pieces wherever two perpendicular wall edges meet
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## on the same tile (e.g., a top wall + left wall produces an upper-left corner).
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var has_top := edges.has(&"top")
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@@ -193,25 +180,25 @@ func _draw_inner_corners(_tile: Vector2i, tile_origin: Vector2, edges: Array) ->
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var corner_size := Vector2(CORNER_SIZE, CORNER_SIZE)
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if has_top and has_left:
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_create_segment_sprite(
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_queue_segment(
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tile_origin + Vector2(0, 0),
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corner_size,
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INNER_CORNER_UPPER_LEFT_RECT
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)
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if has_top and has_right:
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_create_segment_sprite(
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_queue_segment(
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tile_origin + Vector2(TILE_SIZE - CORNER_SIZE, 0),
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corner_size,
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INNER_CORNER_UPPER_RIGHT_RECT
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)
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if has_bottom and has_left:
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_create_segment_sprite(
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_queue_segment(
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tile_origin + Vector2(0, TILE_SIZE - CORNER_SIZE),
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corner_size,
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INNER_CORNER_LOWER_LEFT_RECT
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)
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if has_bottom and has_right:
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_create_segment_sprite(
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_queue_segment(
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tile_origin + Vector2(TILE_SIZE - CORNER_SIZE, TILE_SIZE - CORNER_SIZE),
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corner_size,
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INNER_CORNER_LOWER_RIGHT_RECT
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