Root cause 1: subTileToWorldOrtho/subTileToScreen (and their inverses) projected
unit sub-tiles with ORTHO_SUB_TILE_*/2, i.e. a 16x8 px lattice, while DT1 floor
tiles use 160x80 px = 5x5 sub-tiles of 32x16 px. Player, camera, units, minimap
marker and click picking were drawn at half their distance from the level iso
origin: e.g. seed 0x31595789 server (5737,4523) = local (137,123) camp floor was
drawn over local (68.5,61.5), a palisade wall cell (coll 0x1).
Root cause 2: the scene rendered MapService.getActiveLevelView() ("last view
built"); AutomapView building Blood Moor for 0x07 reveals near the spawn swapped
the rendered level. The scene now resolves the level whose DRLG canvas contains
the player's world sub-tile among the LoadAct area + revealed areas.
Anti-silent-failure: remove the player<origin*0.5 shift heuristic and renderer
re-normalisation, the || 1 town defaults and the LoadAct defaultTownArea
fallback / swallowed catch (fail fast), isSubTileWalkable permissive true;
render a not-ready frame (HUD only) until a LevelView and a server position exist.