feat: 4x4 atlas with TileCoord-based UVs and grass faces
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5
World/Blocks/TileCoord.cs
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5
World/Blocks/TileCoord.cs
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@@ -0,0 +1,5 @@
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namespace VoxelEngine.World.Blocks;
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// Position of a tile within the texture atlas, in tile units.
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// Origin (0,0) is the top-left tile; X increases right, Y increases down.
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public readonly record struct TileCoord(int X, int Y);
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