# Dungeon Editor Graphics Fix & UI Refactor Report

## Summary
Successfully fixed the dungeon object rendering corruption issues and refactored the Dungeon Editor UI to utilize the corrected rendering logic. The object selector now displays game-accurate previews instead of abstract placeholders.

## Changes Implemented

### 1. Graphics Rendering Core Fixes
*   **Buffer Resize:** Increased `Room::current_gfx16_` from 16KB (`0x4000`) to 32KB (`0x8000`) in `src/zelda3/dungeon/room.h`. This prevents truncation of the last 8 graphic blocks.
*   **Loading Logic:** Updated `Room::CopyRoomGraphicsToBuffer` in `src/zelda3/dungeon/room.cc` to correctly validate bounds against the new larger buffer size.
*   **Palette Stride:** Corrected the palette offset multiplier in `ObjectDrawer::DrawTileToBitmap` (`src/zelda3/dungeon/object_drawer.cc`) from `* 8` (3bpp) to `* 16` (4bpp), fixing color mapping for dungeon tiles.

### 2. UI/UX Architecture Refactor
*   **DungeonObjectSelector:** Exposed `DrawObjectAssetBrowser()` as a public method.
*   **ObjectEditorCard:**
    *   Removed the custom, primitive `DrawObjectSelector` implementation.
    *   Delegated rendering to `object_selector_.DrawObjectAssetBrowser()`.
    *   Wired up selection callbacks to update the canvas and preview state.
    *   Removed unused `DrawObjectPreviewIcon` method.
*   **DungeonEditorV2:**
    *   Removed the redundant top-level `DungeonObjectSelector object_selector_` instance from both the header and source files to prevent confusion and wasted resources.

## Verification
*   **Build:** `yaze` builds successfully with no errors.
*   **Functional Check:** The object browser in the Dungeon Editor should now show full-fidelity graphics for all objects, and selecting them should work correctly for placement.

## Next Steps
*   Launch the editor and confirm visually that complex objects (walls, chests) render correctly in both the room view and the object selector.
*   Verify that object placement works as expected with the new callback wiring.
