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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@@ -64,8 +64,10 @@ func _setup_tileset() -> void:
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# Update tiles from snapshot data
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# tiles: Array of {x: int, y: int, z: int, type: String}
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# Only renders z=0 tiles (ground floor). z=1 (FloorObjects) and z>1 (upper floors)
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# are handled by separate nodes — skipped here until those layers are implemented.
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# z here is the server-side FLOOR LEVEL (0 = ground, 1 = first floor, etc.),
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# NOT the Godot scene z_index (which controls render order within a floor).
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# This node only renders floor-level 0. Higher floor levels will be handled
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# by separate TileMapLayer nodes when multi-floor rendering is implemented.
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func update_tiles(tiles: Array) -> void:
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if not _initialized:
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return
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@@ -76,8 +78,8 @@ func update_tiles(tiles: Array) -> void:
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if not tile_data.has("x") or not tile_data.has("y") or not tile_data.has("type"):
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continue
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# Multi-layer support: FloorTiles only renders z=0 (ground floor).
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# z=1 → FloorObjects node, z=2 → YSortGroup furniture (future layers).
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# Floor-level filter: only render tiles at floor level 0 (ground).
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# Floor level 1+ tiles are for upper floors (future multi-floor nodes).
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var tile_z: int = tile_data.get("z", 0)
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if tile_z != 0:
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continue
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