Add MrGameEng.Tilemaps: code-built tile grids rendered through the batcher
CI / build-test (push) Failing after 1m4s
CI / build-test (push) Failing after 1m4s
TileSet maps ids to texture regions with tints (0 = empty), TileGrid is a bounds-checked dense ushort grid, and the Tilemap component places a grid in the world per render layer. UseTilemaps() inserts TilemapRenderSystem before the flush; it submits only the camera-visible cell range (TilemapMath.VisibleCells), so frame cost scales with the screen, not the grid. Demonstrated in the sample as a checkerboard floor; Tiled loading stays on the roadmap on top of this API.
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<ProjectReference Include="..\..\src\MrGameEng.Audio\MrGameEng.Audio.csproj" />
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<ProjectReference Include="..\..\src\MrGameEng.Assets\MrGameEng.Assets.csproj" />
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<ProjectReference Include="..\..\src\MrGameEng.Atlases\MrGameEng.Atlases.csproj" />
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<ProjectReference Include="..\..\src\MrGameEng.Tilemaps\MrGameEng.Tilemaps.csproj" />
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<ProjectReference Include="..\..\src\MrGameEng.UI\MrGameEng.UI.csproj" />
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<ProjectReference Include="..\..\src\MrGameEng.DevConsole\MrGameEng.DevConsole.csproj" />
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<ProjectReference Include="..\..\src\MrGameEng.Assets.Generator\MrGameEng.Assets.Generator.csproj"
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