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perf(ship): share per-team accent material instead of allocating per ship
_apply_team_color() allocated a fresh StandardMaterial3D on every call, and ran at least twice per ship (once from _ready at the default team, once from the team setter when the game mode assigns the real team). Cache one StandardMaterial3D per team in a static dict on Ship and reuse it across every ship on that team.
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@@ -25,7 +25,6 @@ Bugs found in an adversarial review. None are gameplay- or physics-affecting, so
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## Performance
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- [ ] Shared per-team materials instead of `Ship._apply_team_color()` allocating a fresh `StandardMaterial3D` and assigning it as `material_override` (and running at least twice per ship — once from `_ready`, once from the `team` setter). Removes the allocation and lets same-team ships batch.
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- [ ] Merge the four non-tinted ship meshes (Hull/Canopy/EngineGlowL/R) into one — 6 draw calls per ship down to 3. Irrelevant at 1v1; 36 calls before VFX at 3v3.
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- [ ] Name collision layers in `project.godot` and assign them — nothing configures `collision_layer`/`collision_mask` today, so every body tests against every other.
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- [ ] Measure `nebula_dust.gdshader`'s per-fragment depth-texture sample across 500 large soft billboards before adding more particle work.
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