Claude/fix border decoration sidebar p phks#1368
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- Fix border decoration style buttons not showing selection state by using inline border instead of Tailwind ring-1 class - Change Edit, Set, and Val panel tab icons from text characters to proper emoji (✏️, ⚙️, ✅) so they render in full color like others - Add warning in validation panel that decoration objects (rocks, crystals, trees) are not checked and may block paths in-game https://claude.ai/code/session_01UnWTjozj4zuimX5Hy6TC1S
- Create EditorNavigation service that builds navmesh exactly like game - Uses same NAVMESH_CONFIG from pathfinding.config.ts - Generates walkable geometry same as Terrain.generateWalkableGeometry() - Adds decoration obstacles (rocks, crystals, trees) to navmesh - Runs actual pathfinding queries between bases - Update validation provider to use real navmesh pathfinding - Replaces 2D grid flood-fill with Recast Navigation - Tests paths between all main bases and naturals - Reports blocked paths as errors (main bases) or warnings (naturals) - Add auto-regenerate for border decorations in sidebar - Changing style or density now automatically updates decorations - Only triggers if decorations already exist on map - Update ValidatePanel UI for navmesh results - Shows navmesh generation status - Displays paths checked/found/blocked stats - Updated help text to explain new validation system If editor validation passes, game pathfinding is guaranteed to work. https://claude.ai/code/session_01UnWTjozj4zuimX5Hy6TC1S
- Add borderScale state (default 2.0x) for controlling decoration size - Scale range from 0.5x to 4.0x with 0.5 step increments - scaleMin/scaleMax are derived from borderScale (0.6x and 1.4x multipliers) - Scale changes auto-regenerate decorations like style and density do https://claude.ai/code/session_01UnWTjozj4zuimX5Hy6TC1S
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| const startQuery = { x: startX, y: 0, z: startY }; | ||
| const endQuery = { x: endX, y: 0, z: endY }; |
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Use terrain height for navmesh queries
Here findPath always queries the navmesh at y: 0, but the in‑game implementation uses the terrain height for better accuracy (RecastNavigation.findPath calls getTerrainHeight before findClosestPoint). On maps with elevated terrain (height > ~3, given your half‑extents), findClosestPoint can miss the correct polygon and falsely report blocked paths even when the navmesh is connected. This can surface as spurious validation errors for high‑elevation bases or ramps.
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