feat(client): Sprint 12 — renderer fix, sound pipeline, medium-range indicators
#345: entity_renderer.gd already used entity_id; added regression tests confirming old "id" field is rejected and "entity_id" is accepted. #447 (OQ-29): DIALOGUE_MAX_WIDTH = 1920 added to constants.gd. Full viewport width at target resolution (60 × TILE_SIZE), per D-061 Lead directive "max-width". Recorded as D-076 in decisions/perception.md. #126: SoundIndicatorRenderer — fog-edge directional arrows for medium-range sound events (D-018). Node2D at z:951 in World scene. Color-coded per D-018/D-069 (neutral/voice/danger). GameState.medium_sound_events partitions Medium events from snapshot sound_events field. Tests added to test_rendering.gd; Hoshe's test_sound_indicators.gd stubs updated. #125: Close-range stereo audio pipeline wired. AudioManager.play_sound_event() maps event_type to D-038 asset key (Footstep/FootstepSprint → sfx_footstep_*). GameState.close_sound_events partitions Close events. main.gd calls _play_close_sound_events() each snapshot tick. test_audio_bus_routing.gd Layer 4 stubs upgraded to real tests. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -90,6 +90,12 @@ const PERIPHERAL_ALPHA: float = 0.5
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const FACING_INDICATOR_SIZE: float = 6.0
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const FACING_INDICATOR_OFFSET: float = 14.0
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# D-076 (OQ-29 resolution): Dialogue box max-width in pixels.
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# Target resolution: 1920×1080. Full viewport width = 60 × TILE_SIZE (32px).
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# Lead directive (D-061): "max-width" — full screen, not centered 50%.
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# Text readability is managed via font size and internal UI node padding.
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const DIALOGUE_MAX_WIDTH: int = 1920
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# #517: Implant UI font color grading — avoid pure white, project through a lens
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const IMPLANT_TEXT_COLOR: Color = Color("#E0F7FA") # Cyan-white — primary text
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const IMPLANT_TEXT_DIM: Color = Color("#9EBFC4") # Dimmed variant — secondary text
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