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>
This commit is contained in:
2026-02-15 23:23:11 +01:00
co-authored by Claude Opus 4.6
parent 1b0953db25
commit 9e8ccb13bf
10 changed files with 44 additions and 17 deletions
+3 -1
View File
@@ -40,10 +40,12 @@ func _process(_delta: float) -> void:
stance_indicator.update_from_state()
# Show monologue if server sent one this tick (#414)
# Consume-once: set to null after showing to prevent re-display.
# Single monologue per snapshot is guaranteed by server.
if GameState.current_monologue != null and monologue_display:
var mono: Dictionary = GameState.current_monologue
monologue_display.show_monologue(mono.get("text", ""), mono.get("duration_seconds", 5.0))
GameState.current_monologue = null # Consume — don't re-show next frame
GameState.current_monologue = null
# Track camera to player position every frame (D-015: locked, no panning)
# Camera2D smoothing handles interpolation — we just set the target