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>
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@@ -25,6 +25,8 @@ const ENTITY_OFFSET_Y: float = TILE_SIZE - ENTITY_HEIGHT # feet-anchored for co
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# At 12.0: ~70% there after 0.1s, ~95% after 0.25s.
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# Fast enough for Sprint snappiness, slow enough for Walk to show sliding.
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const LERP_SPEED: float = 12.0
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# #521: Color transition duration in seconds (D-033: "0.5s fade")
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const COLOR_FADE_DURATION: float = 0.5
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var entity_nodes: Dictionary = {} # entity_id -> Node2D
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var _entity_targets: Dictionary = {} # entity_id -> Vector2 (target pixel position)
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@@ -32,9 +34,6 @@ var _entity_relationships: Dictionary = {} # #521: entity_id -> String (last re
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var _entity_tweens: Dictionary = {} # #521: entity_id -> {from: Color, target: Color, elapsed: float}
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var _entity_facing: Dictionary = {} # #540: entity_id -> String ("north"/"east"/"south"/"west")
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# #521: Color transition duration in seconds (D-033: "0.5s fade")
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const COLOR_FADE_DURATION: float = 0.5
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func _ready() -> void:
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print("EntityRenderer: Initialized")
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@@ -111,7 +110,8 @@ func _create_entity_node(entity_id: int, entity_data: Dictionary) -> void:
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_entity_facing[entity_id] = direction
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var tex := _load_sprite_texture(direction)
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if tex == null:
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push_error("EntityRenderer: no texture for entity %d direction '%s' — entity will be invisible" % [entity_id, direction])
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push_error(
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"EntityRenderer: no texture for entity %d direction '%s' — entity will be invisible" % [entity_id, direction])
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entity_node.texture = tex
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# D-033: self_modulate for relationship tinting; modulate.a is reserved for D-015 dimming.
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