render3d: ground_fill's candidate is a function of its own; solid layers with stable ids; the trample as clearing discs
ground_candidate answers (layer, chunk, band, cell) -> keep, x, z, scale, yaw, seed, wind from pure gf_* steps and the density read between them; ground_fill draws its answers with the same operations in the same order. A solid layer fills at step0 and band 0 whatever the camera, a far band drawing a stable subset (draw 7 under (step0/step_b)^2), each thing an int id from (layer, chunk, cell), listed per chunk into a caller's GroundSolids or answered by id. r3d_ground_clearing hands the trample over as discs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -60,6 +60,10 @@ import "stream_baked.ludic"
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import "ground_density_write.ludic"
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import "ground_density.ludic"
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import "ground_fill.ludic"
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import "ground_cand.ludic"
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import "ground_clear.ludic"
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import "ground_solid.ludic"
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import "ground_solid_list.ludic"
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import "fog_streams.ludic"
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import "grass_kind.ludic"
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import "grass_bind.ludic"
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