fix(client): restore tiles variable for zone tint loop in fog_state

The merge of visual and client branches dropped the `tiles` variable
declaration. The client branch refactored bounds calculation to use
`visible_positions`, but the visual branch's zone tint loop still
iterates over `visible_tiles` for zone_id data.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-01 00:04:22 +01:00
co-authored by Claude Opus 4.6
parent 24b9a7a0cc
commit 95875cb92d
+3
View File
@@ -181,6 +181,9 @@ func update_from_state() -> void:
# 3. Zone tint: write zone temperature color for currently visible tiles.
# Zone data is stable (tile zone never changes) so we only write on first sight.
# Data persists in _tint_bytes across frames and across resizes.
# visible_tiles carries zone_id per tile (populated from snapshot "tiles" or
# "visible_tiles" with type field — see game_state.gd apply_snapshot).
var tiles := GameState.visible_tiles
var tint_dirty := false
for tile in tiles:
if not tile is Dictionary or not tile.has("x") or not tile.has("y"):