fix(client): address PR #22 review — 3 critical bugs, 2 warnings, 8 suggestions
Critical fixes: - fog_state: guard _compute_bounds() against all-invalid tiles (negative Rect2i crash) - fog_shader: read Camera2D zoom dynamically instead of hardcoded Vector2(2,2) - world_radial: set custom_minimum_size in _ready() from spoke geometry Warnings: - fog.gdshader: tighten PERIPHERAL_LOW 0.15→0.55 to match D-059 peripheral band - Extract color_for_entity_kind() to Constants.gd, decouple CursorRenderer from EntityRenderer Documentation: shallow copy assumption, gradual decay TODO, tween guard rationale, fade timing rationale, ToggleInsert TODO, monologue consume-once, hover offset safety, v6 fixture gap TODO. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -62,6 +62,8 @@ func update_from_state() -> void:
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var positions: Dictionary = GameState.visible_positions
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var sectors: Dictionary = GameState.visibility_sectors
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# TODO(v0.2): gradual decay over game-time instead of immediate 255→128
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# 1. Clear visibility, then write current LOS
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_vis_bytes.fill(0)
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for pos in positions:
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@@ -93,6 +95,7 @@ func update_from_state() -> void:
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_exp_image.set_data(_width, _height, false, Image.FORMAT_R8, _exp_bytes)
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exploration_texture.update(_exp_image)
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# Shallow copy — correct for Dictionary<Vector2i, bool/String> values
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_prev_visible = positions.duplicate()
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@@ -108,5 +111,8 @@ func _compute_bounds(tiles: Array) -> Rect2i:
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min_y = mini(min_y, int(tile.y))
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max_x = maxi(max_x, int(tile.x))
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max_y = maxi(max_y, int(tile.y))
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# Guard: all tiles invalid (no x/y) — sentinels would produce negative Rect2i
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if min_x > max_x:
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return Rect2i(0, 0, 1, 1)
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# Margin for fog gradient bleed at edges
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return Rect2i(min_x - 4, min_y - 4, max_x - min_x + 9, max_y - min_y + 9)
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