fix(review): address audit findings before merge
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@@ -121,7 +121,7 @@ Phrase à retenir :
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Piège à connaître :
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`useRepairMovementLocked()` retourne actuellement `false`. Le lock de mouvement est prévu dans le code et l'UI, mais il est désactivé sur `develop`.
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`useRepairMovementLocked()` lit maintenant l'étape de mission active et verrouille le déplacement pendant les phases de réparation qui doivent immobiliser le joueur.
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### Interaction
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@@ -113,7 +113,7 @@ If `model.glb` and `model.gltf` are both missing, the editor renders a fallback
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2. `useEditorSceneData` calls `loadMapSceneData()`.
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3. `loadMapSceneData()` loads `/map.json` and available model URLs.
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4. If `/map.json` is missing, the page displays a folder-upload flow.
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5. `EditorSceneLoadingTracker` uses drei `useProgress()` to update the fullscreen editor loading overlay while models load.
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5. The route-level loading overlay reports map JSON loading, then hands off to the editor scene once the map payload is ready.
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6. `EditorScene` renders the grid, lights, camera controls, and map nodes inside `Suspense`.
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7. `EditorControls` exposes transform mode, terrain snap, terrain-selection lock, add/delete node, precise scale inputs, history actions, camera focus/reset, export, save, JSON preview, selection lock, multi-selection status, and the cinematic/dialogue/SRT editors.
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@@ -150,14 +150,13 @@ The dev-only `/api/save-map` endpoint is implemented by the Vite plugin in `vite
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## Editor Loading Overlay
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The editor uses `SceneLoadingOverlay` like the runtime scene. `EditorSceneLoadingTracker` lives in `src/pages/editor/page.tsx` and reads drei `useProgress()` inside the canvas.
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The editor uses `SceneLoadingOverlay` like the runtime scene for the route-level map JSON loading phase.
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The route tracks two loading phases:
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The route tracks the map JSON loading phase:
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- map JSON loading through `useEditorSceneData()`
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- model loading through `useProgress()`
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The overlay is rendered outside the canvas so it remains visible while the R3F scene mounts. The scene itself is wrapped in `Suspense` with a `null` fallback; the visual feedback is handled by the overlay instead of by the canvas fallback.
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The overlay is rendered outside the canvas so it remains visible while the editor route mounts. Model loading is left to R3F `Suspense` boundaries to avoid progress updates during model render.
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## Panel Groups
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