made walls thicker
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+3
-3
@@ -211,7 +211,7 @@ fn render_pixmap(layout: &DungeonLayout, settings: &UiSettings) -> Result<Pixmap
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Pixmap::new(g.width, g.height).ok_or_else(|| "Failed to allocate canvas".to_string())?;
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fill_bg(&mut pixmap, BG);
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let wall_w = snap_even_width((g.cell / 5.0).max(1.0));
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let wall_w = snap_even_width((g.cell / 2.5).max(1.0));
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let door_w = (g.cell / 10.0).max(1.0).round();
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if settings.export_show_grid {
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@@ -331,7 +331,7 @@ fn export_composite_masks(
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let g = ExportGeometry::new(settings.cols, settings.rows);
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let scene = collect_scene_data(layout, settings);
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let wall_w = (g.cell / 5.0).max(1.0);
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let wall_w = (g.cell / 2.5).max(1.0);
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let door_w = (g.cell / 10.0).max(1.0);
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let mut floors = Pixmap::new(g.width, g.height)
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@@ -538,7 +538,7 @@ fn raster_target_size(settings: &UiSettings) -> (u32, u32) {
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// Build an SVG document for the current layout.
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pub fn build_svg(layout: &DungeonLayout, settings: &UiSettings) -> String {
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let g = ExportGeometry::new(settings.cols, settings.rows);
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let wall_w = (g.cell / 5.0).max(1.0);
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let wall_w = (g.cell / 2.5).max(1.0);
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let door_w = (g.cell / 10.0).max(1.0);
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let mut s = String::new();
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+1
-1
@@ -1790,7 +1790,7 @@ fn draw_layout(
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hover_text_idx: Option<usize>,
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hover_marker: Option<HoverMarker>,
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) {
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let wall_width_px = (geometry.cell_size / 5.0).max(1.0);
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let wall_width_px = (geometry.cell_size / 2.5).max(1.0);
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let door_width_px = (geometry.cell_size / 10.0).max(1.0);
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let room_fill = Color32::from_rgb(70, 120, 160);
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