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>
This commit is contained in:
2026-02-16 23:26:23 +01:00
co-authored by Claude Opus 4.6
parent bc875d607f
commit 8bf7f6e610
5 changed files with 84 additions and 41 deletions
+2 -2
View File
@@ -214,8 +214,8 @@ func _draw() -> void:
func _draw_ticks(color: Color, thickness: float) -> void:
var dirs := [Vector2.UP, Vector2.RIGHT, Vector2.DOWN, Vector2.LEFT]
for dir in dirs:
var dirs: Array[Vector2] = [Vector2.UP, Vector2.RIGHT, Vector2.DOWN, Vector2.LEFT]
for dir: Vector2 in dirs:
var d := dir.rotated(_rot)
draw_line(d * _gap, d * (_gap + _len), color, thickness, true)