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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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@@ -0,0 +1,14 @@
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class_name SimConstants
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# Single source of truth for the physics tick rate. Every script-side timing
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# constant derived from "60 Hz" (Ship._tick_scaled's decay reference,
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# reaction_ticks' export range, TrainingMode.TICKS_PER_SIM_SECOND) reads this
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# instead of restating the literal, so changing it changes every derived
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# constant coherently — see multiplayer-todo.md §5.6 on why a future 120 Hz
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# simulation needs to be a config change plus a retrain, not a protocol
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# rewrite hunting down bare 60s.
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#
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# NOT wired to project.godot's physics/common/physics_ticks_per_second — an
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# engine setting, not a script constant, so it must still be changed by hand
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# to match (currently unset, engine default 60 — see task 0.18).
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const TICK_HZ := 60
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