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chore(multiplayer): Phase 0 refactors + graphics/perf settings groundwork
Lands the non-networked Phase 0 tasks from multiplayer-todo.md (ship/camera/ arena refactors, sim constants, background FPS handling) plus a first pass at exposing graphics/performance settings (presets, resolution scaling, vsync, FPS cap, perf overlay) and a GPU profiling harness for the real-hardware follow-up in task 0.15b.
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@@ -24,16 +24,49 @@ run/main_scene.training="res://scenes/training.tscn"
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[autoload]
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GameSettings="*res://scripts/game_settings.gd"
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VideoSettings="*res://scripts/video_settings.gd"
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BackgroundFPS="*res://scripts/background_fps.gd"
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PerfOverlay="*res://scripts/perf_overlay.gd"
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[display]
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window/size/viewport_width=1920
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window/size/viewport_height=1080
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window/size/mode=2
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; Task 0.17c: kept fixed at "viewport" + 1080p rather than moved to
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; "disabled", deliberately. A player on a 1440p/4K display cannot render
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; native this way, and a 1080p player cannot render lower than 1080p through
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; window scaling alone — but task 0.17b's Viewport.scaling_3d_scale already
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; covers "render lower than the window" independently of stretch mode (it
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; scales the 3D viewport's own internal resolution before this blit, not the
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; window itself), and task 0.15b found an unexplained ~6% non-uniform width
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; scaling on this project's one tested (Mac/Retina) machine — see
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; multiplayer-todo.md §5.5.1 — that needs understanding before stretch mode
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; is touched, not blindly carried into a resolution-dependent change.
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window/stretch/mode="viewport"
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window/stretch/aspect="expand"
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; Task 0.17: default matches VideoSettings.gd's VsyncMode.ADAPTIVE default —
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; VideoSettings.apply_vsync() overwrites this at runtime via DisplayServer as
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; soon as the autoload initializes, so this is only what's in effect for the
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; brief pre-autoload window and if VideoSettings ever fails to load.
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window/vsync/vsync_mode=2
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[editor_plugins]
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@@ -119,6 +152,12 @@ roll_right={
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]
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}
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toggle_perf_overlay={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194334,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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[layer_names]
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3d_physics/layer_1/name="Ships"
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@@ -130,9 +169,13 @@ roll_right={
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3d/physics_engine="Jolt Physics"
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common/physics_interpolation=true
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common/physics_jitter_fix=0.0
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[rendering]
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anti_aliasing/quality/msaa_3d=2
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anti_aliasing/quality/screen_space_aa=1
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anti_aliasing/quality/use_debanding=true
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lights_and_shadows/positional_shadow/atlas_size=2048
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lights_and_shadows/directional_shadow/size=2048
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lights_and_shadows/soft_shadow_filter_quality=2
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