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TileShift v0.9.0 — Connected areas and walk-through plants
TileShift v0.9.0 makes Mixed select one style per connected patch. Edge- and corner-touching grass, flowers, trees and water in the same category now stay consistent; Big Trees remain complete.
Grass Motion adds Always / On Walk. Disturbed grass animates locally, then settles. Matching grass and flower foregrounds draw around the feet of players, overworld wilds, followers and NPCs, including Gen1 sprite replay and Gen2 character drawing. Existing Off / Slow / Normal / Fast controls remain available.
Warm rendering lookups now avoid cache-key allocations, hook-chain scans and import polling. Import checks run once per second outside rendering; cosmetic changes preserve the donor decoder cache. A focused 100,000-lookup benchmark dropped from roughly 14 ms to 4–5 ms in LuaJIT, with zero measured Lua allocations. This is a cache benchmark, not an FPS claim.
Also completes Cherrygrove backgrounds in Gold/Silver/Crystal and extends complete selectable Big Trees to Ilex Forest. Other maps remain in progress.
Validation: 33 Lua suites; installed 0.3.97 loader in all 11 games; 39,374,673 native GPU checks. Steady rendering performs no import reads or mapping rebuilds over 120-draw checks. Initial Gen1/2 coverage: 378,828/718,992 cells, 136 complete maps, no rejected mappings or warnings. Actor-mask proofs use synthetic bodies through the common entity bridge and actual Gen1 replay / Gen2 drawPersonEntry; this is not a complete interactive playthrough.
Install the tileshift folder from the ZIP into mods. Emerald and FireRed imports are required for native donor art.