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.
This commit is contained in:
Josh Creek
2026-08-19 22:37:17 +01:00
parent 88591e031f
commit 04691aaa48
29 changed files with 2212 additions and 134 deletions
+14
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class_name SimConstants
# Single source of truth for the physics tick rate. Every script-side timing
# constant derived from "60 Hz" (Ship._tick_scaled's decay reference,
# reaction_ticks' export range, TrainingMode.TICKS_PER_SIM_SECOND) reads this
# instead of restating the literal, so changing it changes every derived
# constant coherently — see multiplayer-todo.md §5.6 on why a future 120 Hz
# simulation needs to be a config change plus a retrain, not a protocol
# rewrite hunting down bare 60s.
#
# NOT wired to project.godot's physics/common/physics_ticks_per_second — an
# engine setting, not a script constant, so it must still be changed by hand
# to match (currently unset, engine default 60 — see task 0.18).
const TICK_HZ := 60