fix(client): entity lerp, fog shader safety, type fixes
Entity renderer: add framerate-independent position lerping so entities slide between tiles instead of snapping. Tuned for Sprint snappiness and Walk/Careful fluidity. Fog shader: set ColorRect to transparent fallback so a shader load failure doesn't paint solid white over the world. Track camera position (not player position) so fog stays synced during smooth camera pan. Restructure GLSL to avoid early return (some GPU drivers miscompile it). Minor type fixes: typed Array[Vector2] in cursor_renderer tick drawing, untyped Array in inventory_grid to avoid Godot typed-array cast issues. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -214,8 +214,8 @@ func _draw() -> void:
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func _draw_ticks(color: Color, thickness: float) -> void:
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var dirs := [Vector2.UP, Vector2.RIGHT, Vector2.DOWN, Vector2.LEFT]
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for dir in dirs:
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var dirs: Array[Vector2] = [Vector2.UP, Vector2.RIGHT, Vector2.DOWN, Vector2.LEFT]
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for dir: Vector2 in dirs:
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var d := dir.rotated(_rot)
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draw_line(d * _gap, d * (_gap + _len), color, thickness, true)
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