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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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@@ -24,7 +24,7 @@ extends Node
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# independently of stretch mode, since it scales the 3D viewport's own internal
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# resolution before this blit rather than the window itself. Task 0.15b also
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# found an unexplained ~6% non-uniform width scaling on this project's one
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# tested (Mac/Retina) machine — see multiplayer-todo.md §5.5.1 — which needs
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# tested (Mac/Retina) machine — see multiplayer-next.md §5.5.1 — which needs
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# understanding before stretch mode is touched, not blindly carrying into a
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# resolution-dependent change.
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#
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@@ -49,7 +49,7 @@ const SETTINGS_PATH := "user://settings.cfg"
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# preset -> bundle applied to the individual fields below. CUSTOM has no
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# bundle: selecting it just stops future preset changes from overwriting
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# whatever the individual fields currently hold. Task 0.15b's measured
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# per-effect costs (multiplayer-todo.md §5.5.1) were too noisy to rank these
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# per-effect costs (multiplayer-next.md §5.5.1) were too noisy to rank these
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# against each other, so each rung is "meaningfully fewer full-screen passes
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# than the one above it" rather than a precisely tuned ladder.
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const PRESET_BUNDLES := {
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@@ -78,7 +78,7 @@ var shadows_enabled: bool = true
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var glow_enabled: bool = true
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# FXAA alone, not MSAA_FXAA: 4x MSAA *and* FXAA stacked is redundant blur for
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# most scenes and costs more than either alone (see multiplayer-todo.md 0.19).
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# most scenes and costs more than either alone (see multiplayer-next.md 0.19).
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var aa_mode: AAMode = AAMode.FXAA
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var glow_scale: float = 1.0
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var brightness: float = 1.0
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@@ -252,7 +252,7 @@ func apply_fps_cap() -> void:
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# Called once by each arena's _ready() (and again on settings_changed, so an
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# already-loaded arena updates live) to fold the user's glow/brightness
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# preference into that arena's own baked Environment tuning, and to gate the
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# preset-controlled full-screen passes (§5.5 of multiplayer-todo.md).
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# preset-controlled full-screen passes (§5.5 of multiplayer-next.md).
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func apply_to_environment(env: Environment) -> void:
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if env == null:
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return
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