fix: add destroyed entity validation across game systems#1290
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- Add validateEntityAlive() helper to EntityValidator that checks both null and isDestroyed() state for stored entity ID references - Apply systematic isDestroyed() checks to 30+ locations across: - CombatSystem: attack queue, target acquisition, splash damage - ResourceSystem: gather commands, worker update, resource return - ProjectileSystem: homing targets, impact damage, splash damage - AbilitySystem: all ability executions and delayed effects - MovementOrchestrator: attack-move, patrol, attacking units - ProductionSystem: production/cancel/reorder commands, upgrades - Remove unused dead code from graphics settings: - taaHistoryBlendRate from uiStore and PostProcessing - outlineEnabled/outlineStrength from uiStore (never wired up) This prevents potential bugs from operating on destroyed entities during the same tick they're marked for destruction. https://claude.ai/code/session_01UmxaG5s7rB9Y6hcEBxw7Mf
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This prevents potential bugs from operating on destroyed entities during the same tick they're marked for destruction.
https://claude.ai/code/session_01UmxaG5s7rB9Y6hcEBxw7Mf