Claude/fix unit animations f9 vu p#1156
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The UnitRenderer uses Velocity component data to determine if a unit is
moving (for walk/idle animation transitions). In worker mode, entities
come from RenderStateWorldAdapter which was missing a VelocityAdapter,
causing entity.get('Velocity') to always return undefined.
This resulted in isMoving always being false, so units would only play
idle animations even while moving.
The fix adds a VelocityAdapter that derives velocity from position delta
(current - previous) using the prevX/prevY data already in UnitRenderState.
https://claude.ai/code/session_01NUQdm7SkEPq2rQZcSFmRQf
The RenderStateWorldAdapter was missing several properties that renderers need for proper functionality in worker mode: Units: - targetX, targetY: needed for CommandQueueRenderer waypoint visualization - commandQueue: needed for shift-click command queue visualization - attackRange, sightRange: needed for GameOverlay range ring rendering - speed: needed for VehicleEffectsSystem speed-based effects Buildings: - attackRange, sightRange: needed for GameOverlay range ring rendering Changes: 1. types.ts: Added new properties to UnitRenderState and BuildingRenderState interfaces, plus SerializedQueuedCommand type 2. GameWorker.ts: Updated collectUnitRenderState() and collectBuildingRenderState() to populate the new fields 3. RenderStateAdapter.ts: Updated UnitAdapter and BuildingComponentAdapter to expose the new properties https://claude.ai/code/session_01NUQdm7SkEPq2rQZcSFmRQf
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