fix(gameplay): escape pause menu + block placement collision + perf optim render_distance/throttling
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@@ -77,13 +77,6 @@ func _setup_input_actions() -> void:
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ev.button_index = mouse_actions[action_name]
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InputMap.action_add_event(action_name, ev)
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if not InputMap.has_action("escape"):
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InputMap.add_action("escape")
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var ev := InputEventKey.new()
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ev.keycode = KEY_ESCAPE
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InputMap.action_add_event("escape", ev)
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func _input(event: InputEvent) -> void:
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if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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var motion := event as InputEventMouseMotion
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@@ -107,11 +100,6 @@ func _input(event: InputEvent) -> void:
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_do_raycast_place()
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if event.is_action_pressed("echolocate"):
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_trigger_echolocation()
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if event.is_action_pressed("escape"):
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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else:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _physics_process(delta: float) -> void:
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@@ -252,9 +240,9 @@ func _raycast(reach: float) -> Dictionary:
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func take_damage(amount: float) -> void:
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health = max(0.0, health - amount)
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emit_signal("stats_changed", oxygen, health, hunger)
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stats_changed.emit(oxygen, health, hunger)
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if health <= 0.0:
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emit_signal("player_died")
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player_died.emit()
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func _trigger_echolocation() -> void:
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