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