Three fixes for the ebike-breakdown substep:
1. PlayerController: the previous `if (!isEbikeBreakdown)` guard
zeroed _wishDir for everyone during breakdown, including the
player after they had been auto-dismounted to walk mode. Narrow
the guard to `isEbikeMounted && isEbikeBreakdown` so the bike
stops accepting drive input but the player on foot can move.
2. Ebike: track `window.ebikeBreakdownActive` in component state
and hide the InteractableObject (and therefore the interact
prompt UI) while the breakdown sequence is active. The bike must
read as inert and non-interactive while the panne dialogue plays
and during the auto-dismount that follows.
3. ebikeConfig: bump EBIKE_INTRO_BREAKDOWN_DISTANCE from 15 m to
450 m so the panne triggers after a real ride instead of a few
meters from the parked spawn.
- Fix all 63 ESLint errors across codebase
- Consolidate MaterialWithTextureSlots type in src/types/three/three.ts
- Add CSS custom properties for design tokens
- Extract ebike constants to src/data/ebike/ebikeConfig.ts
- Add proper TypeScript types for window extensions
- Fix React hooks violations (refs during render, setState in effects)
- Remove unused exports and redundant CSS
- Add type guards for Three.js material handling
- Clean up AI slop comments and legacy CSS patterns