fix(client): address PR #25 review — 5 critical bugs, 4 warnings, 3 suggestions
Critical fixes: - hide_dialogue() sent PAUSE instead of UNPAUSE, permanently freezing simulation after every dialogue (both reviewers) - Confrontation monologue hardcoded in GDScript constant, violating D-042/D-020 — moved to ui-strings.yaml as dialogue.confrontation_beat - Walk-away WASD didn't call set_input_as_handled(), letting movement event propagate and potentially stepping on the same frame - is_dialogue_active() returned _is_showing only — interaction list could flash during 300ms fade gap. Now includes dialogue_active state - Removed dead _last_dialogue_id / get_dialogue_id() state (never read) Warnings addressed: - Audio registry now scans res://audio/ recursively (subdirs registered) - add_bus_effect guarded against duplicate calls in tests - int64 encoder dead code tagged KNOWN-DEFECT, filed as ticket #516 - D-073 zone crossfade stub comment clarifies Sprint 9+ deferral - listening_focus dip documents caller tick-gate responsibility (D-069/D-071) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -144,6 +144,14 @@ tutorial_prompts:
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minimap_hint: "The overlay shows the area around you."
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knowledge_hint: "Open your notes to review what you know."
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# ============================================================
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# DIALOGUE
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# Text displayed during dialogue interactions.
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# D-063: Confrontation beat monologue — character's internal hesitation.
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# ============================================================
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dialogue:
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confrontation_beat: "This changes things. No taking it back."
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# ============================================================
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# MENU AND SYSTEM TEXT
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# Non-diegetic. Standard game UI. Clean, no flavor text.
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