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docs(multiplayer): consolidate tracking into one document
multiplayer-todo.md and multiplayer-next.md tracked overlapping information in two places. Fold everything into multiplayer-next.md (architecture decisions, wire format, task breakdown with checkboxes, gotchas list, testing notes) and delete multiplayer-todo.md. Section numbers are unchanged, so existing code comments citing them by section/task number still resolve; update every such reference to point at the new filename.
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@@ -3,7 +3,7 @@ extends Node
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# Autoload (project.godot [autoload] NetworkManager). Owns transport-neutral
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# hosting, joining, shutdown, and connection-state signals. Lives
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# at a fixed autoload path so RPC NodePaths never depend on which scene is
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# loaded (§1.3 of multiplayer-todo.md's derived decisions).
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# loaded (§1.3 of multiplayer-next.md's derived decisions).
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#
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# server_relay = false is set the moment a peer exists: the default `true`
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# lets any client rpc() any other client *through the server*, which this
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@@ -25,7 +25,7 @@ extends Node
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# pays the same tax again. set_multiplayer_poll_enabled(false) below turns
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# that off; every caller that sends or expects to receive on a tight cadence
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# must now call NetworkManager.poll() itself. The intended placement per
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# multiplayer-todo.md §7 task 1.3 (client: end of _physics_process after
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# multiplayer-next.md §7 task 1.3 (client: end of _physics_process after
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# sending input, plus top of both _process and _physics_process for receive;
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# server: tick start to drain, tick end to flush) has no real per-tick caller
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# yet — that lands with the input/snapshot pipeline (tasks 1.4+, Phase 2-3).
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