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.
This commit is contained in:
Josh Creek
2026-09-01 12:32:43 +01:00
parent 9dc1cc2d6f
commit 4fb7ddfecf
31 changed files with 1414 additions and 1660 deletions
+2 -2
View File
@@ -145,7 +145,7 @@ func queue_teleport_with_velocity(to: Transform3D, new_linear_velocity: Vector3,
_has_pending_teleport = true
# --- Netcode correction hooks (Phase 4; see multiplayer-todo.md §4.4) ---
# --- Netcode correction hooks (Phase 4; see multiplayer-next.md §4.4) ---
# Both stay zero until Phase 4 wires a reconciliation pass in, so the guarded
# hook in _integrate_forces below is a no-op today.
# Velocity delta from a soft correction, consumed once then cleared —
@@ -222,7 +222,7 @@ var _engine_lights: Array[OmniLight3D] = []
# All rendered geometry (hull, canopy, engine cores/flames/lights, Nose,
# TailFin) parents under this instead of the RigidBody3D directly, so a
# future prediction correction (task 0.14) can offset the visual without
# moving the collider — see multiplayer-todo.md task 0.2. CollisionShape3D
# moving the collider — see multiplayer-next.md task 0.2. CollisionShape3D
# and the controller child correctly stay on the body itself.
@onready var visual: Node3D = $Visual