Root cause: update_from_state() used visible_tiles (always empty in live
server mode) instead of visible_positions for bounds calculation. Bounds
never grew beyond 64x64, so tiles outside that area rendered as solid
unexplored black.
Fix: new _grow_bounds_from_positions() method reads visible_positions
(always populated from server snapshots). Shader fix: removed the
(explored < 0.01 && vis_raw < 0.01) guard that cut off the Gaussian
gradient at unexplored tile boundaries. Doubled blur step size for
D-066 compliant 6-8 tile soft gradient. Added debug_exploration mode
for diagnostic rendering of the exploration texture.
19 acceptance tests covering exploration persistence, bounds grow-only
invariant, gradient margin, Forward-only visibility writes, and
exploration data surviving texture resize.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Entity renderer: add framerate-independent position lerping so entities
slide between tiles instead of snapping. Tuned for Sprint snappiness
and Walk/Careful fluidity.
Fog shader: set ColorRect to transparent fallback so a shader load
failure doesn't paint solid white over the world. Track camera position
(not player position) so fog stays synced during smooth camera pan.
Restructure GLSL to avoid early return (some GPU drivers miscompile it).
Minor type fixes: typed Array[Vector2] in cursor_renderer tick drawing,
untyped Array in inventory_grid to avoid Godot typed-array cast issues.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>