Added terrain height, ledges, and fitted rock collisions
The desert gained real elevation, visible escarpments, concealment, and obstacle shapes that follow the rocks instead of blocking oversized squares.

The desert is no longer a flat combat board. Terrain height now creates slopes and ledges that affect visibility, movement, and the way a soldier occupies cover.
Visible cliff faces make elevation readable from the field camera. Concealment and enemy senses use the same terrain information, so a ridge can separate what the player sees from what an automaton detects.
“The battlefield became easier to trust when the visible rock and the blocked ground became the same shape.”
I also replaced broad square prop blockers with collisions fitted to boulders and other meshes. Clicks now land on the intended side of an obstacle instead of being displaced by hidden empty space.
Together these changes make positioning depend on the actual world rather than an invisible simplified map.