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