fix(client): resolve all gdlint warnings — zero warnings policy

Fix 354 gdlint warnings across 65 files: 194 class-definitions-order
(reorder declarations), 138 max-line-length (split long lines),
22 code issues (unused args, no-else-return, naming). Update .gdlintrc
to exclude addons/ and raise max-public-methods for test files.
No logic changes — declaration order, whitespace, and naming only.

Ticket: #783

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-05 09:59:56 +02:00
co-authored by Claude Opus 4.6
parent 260eefcdd1
commit 4eb54a6f7a
60 changed files with 432 additions and 377 deletions
+11 -10
View File
@@ -451,7 +451,8 @@ func _load_eyebrows(_desc: CharacterVisualDescriptor) -> void:
pass
func _attach_to_bone(path: String, bone_name: String, tint: Color = Color.WHITE, render_priority: int = 0) -> BoneAttachment3D:
func _attach_to_bone(
path: String, bone_name: String, tint: Color = Color.WHITE, _render_priority: int = 0) -> BoneAttachment3D:
if _skeleton == null:
return null
if not ResourceLoader.exists(path):
@@ -502,14 +503,13 @@ func _attach_to_bone(path: String, bone_name: String, tint: Color = Color.WHITE,
_apply_tinted_shader(mi, tint, mask_tex)
inst.queue_free()
return null
else:
# Unskinned — rigid attachment via BoneAttachment3D
for mi in meshes:
mi.get_parent().remove_child(mi)
mi.owner = null
attachment.add_child(mi)
_apply_tinted_shader(mi, tint, mask_tex)
inst.queue_free()
# Unskinned — rigid attachment via BoneAttachment3D
for mi in meshes:
mi.get_parent().remove_child(mi)
mi.owner = null
attachment.add_child(mi)
_apply_tinted_shader(mi, tint, mask_tex)
inst.queue_free()
return attachment
@@ -629,7 +629,8 @@ func _load_accessories(desc: CharacterVisualDescriptor) -> void:
# Internal — tinting (hair, accessories, bone-attached assets with tint)
# =============================================================================
func _apply_tinted_shader(mi: MeshInstance3D, tint: Color, mask_tex: Texture2D = null, render_priority: int = 0) -> void:
func _apply_tinted_shader(
mi: MeshInstance3D, tint: Color, mask_tex: Texture2D = null, _render_priority: int = 0) -> void:
if mi.mesh == null:
return
for surf in range(mi.mesh.get_surface_count()):