fix(client): address PR #54 review — 7 items across Hoshe and Tyre
Critical: DIALOGUE_MAX_WIDTH 1200 → 640 to match D-076 spec. tile_renderer: clarify z = server floor level, not scene z_index. Add z-filter unit test (tiles at z!=0 must be skipped). Camera test: is_equal → distance check for float safety, convergence test frames 40 → 120 for robustness at lower smoothing speeds. Teleport: remove redundant first snap in _teleport_transition (the camera block in _process handles it via _teleport_in_progress flag). entity_renderer: document y-sort bottom-anchor migration path. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -425,10 +425,8 @@ func _detect_teleport(old_pos: Vector2, new_pos: Vector2) -> bool:
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# Clears dialogue/monologue/interaction state (server clears its side too).
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# Scoped to Gauntlet testing only — production fast-travel uses diegetic gates.
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func _teleport_transition() -> void:
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# Snap camera immediately to new position. _teleport_in_progress causes
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# the lerp block in _process() to snap again on the same frame (in case
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# player_position updates after this call) and skip lerp next frame.
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camera.global_position = GameState.player_position * Constants.TILE_SIZE
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# Set teleport flag — the camera tracking block in _process() will snap
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# to the player's new position this frame (no lerp). Flag clears after snap.
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_camera_anchored = true
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_teleport_in_progress = true
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