feedback6 R21F: an enemy flyer hovers FLY_HOVER above the road whatever tile it crosses (GitHub #277: one high-ground / forbidden block on its way lifted it 0.42 / 0.3 tiles and dropped it again like a step) — UnitView.sync keeps every enemy at z 0, operators and summons keep their tile top, the flyer's shadow lies on the tile under it (shadowZ) on the 2D and the 3D board; golden: unchanged
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@@ -331,6 +331,12 @@ explains every other per-model difference (§3.1): **the code never repositions
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3 tests: `FLY_HOVER ≈ 0.35 / 0.27`; every flyer of this mode keeps a positive, consistent net height and the two 妖怪
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drones *were* under the tile at the old 0.32 (with 帝国炮火先兆者's `bounds.y > 0` pinned as the "art above origin"
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case); and a view-level wiring test (a flying view's `hover === FLY_HOVER`, a ground view's `hover === 0`).
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- 0.2.1 (GitHub #277 by @FrogThai, 飞机经过一格方块时会跟走楼梯一样): the lift of an **enemy** flyer starts from the road.
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The view had put a flyer on the tile top under it (`groundZ`) before adding `FLY_HOVER`, so one high-ground /
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forbidden block on its way lifted it 0.42 / 0.3 tiles and dropped it again; the client's offset is one constant over
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the route, so `UnitView.sync` keeps every enemy at z 0 (ground enemies already were), operators and summons keep their
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tile top. The shadow lies on the tile under the flyer (`shadowZ`; [ASSUMED] — no official reference for a shadow over
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a block). Test: `describe('an enemy flyer crossing a raised tile keeps its height (GitHub #277)')`.
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- The model quirks (§3.1): `tools/build-data.mjs MODEL_STRETCH_Y` / `MIRRORED_PREFABS` → enemies.json `modelScaleY` /
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`mirrorX` (0.2.0 regenerated its own enemies.json offline; only those three keys changed), `render/units.js
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enemyModelScaleY` and the mirror flip; `tools/local-extract/enemy_model_offsets.py` (optional, host-side, UnityPy) reads
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