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perf(ship): reuse member ShipAction instead of allocating per tick
ship.gd's controllerless path and player_ship_controller.gd each allocated a fresh ShipAction every physics tick; ai_ship_controller.gd and rl_ship_controller.gd already avoid this via a persistent member. Convert both to reuse a member instance, matching the existing full-field-overwrite convention (rather than +=/-= off a fresh zero). Also drop the completed items from TODO.md.
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@@ -4,46 +4,37 @@ extends ShipController
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# Drives a Ship from the local player's input actions (see project.godot
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# [input] and FLIGHT_MANUAL.md).
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var _action := ShipAction.new()
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func get_action() -> ShipAction:
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var action := ShipAction.new()
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# Full overwrite per axis (not +=/-=): _action is reused across ticks, so
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# fields must not depend on starting from a fresh Vector3.ZERO each call.
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# Forward/Backward thrust (main engines)
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if Input.is_action_pressed("move_forward"):
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action.thrust.z += 1.0
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if Input.is_action_pressed("move_back"):
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action.thrust.z -= 1.0
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_action.thrust.z = (1.0 if Input.is_action_pressed("move_forward") else 0.0) \
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- (1.0 if Input.is_action_pressed("move_back") else 0.0)
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# Strafe thrusters (left/right)
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if Input.is_action_pressed("move_left"):
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action.thrust.x -= 1.0
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if Input.is_action_pressed("move_right"):
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action.thrust.x += 1.0
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_action.thrust.x = (1.0 if Input.is_action_pressed("move_right") else 0.0) \
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- (1.0 if Input.is_action_pressed("move_left") else 0.0)
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# Vertical thrusters (up/down)
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if Input.is_action_pressed("move_up"):
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action.thrust.y += 1.0
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if Input.is_action_pressed("move_down"):
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action.thrust.y -= 1.0
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_action.thrust.y = (1.0 if Input.is_action_pressed("move_up") else 0.0) \
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- (1.0 if Input.is_action_pressed("move_down") else 0.0)
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# Yaw (turn left/right around Y axis)
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if Input.is_action_pressed("turn_left"):
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action.rotation.y += 1.0
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if Input.is_action_pressed("turn_right"):
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action.rotation.y -= 1.0
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_action.rotation.y = (1.0 if Input.is_action_pressed("turn_left") else 0.0) \
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- (1.0 if Input.is_action_pressed("turn_right") else 0.0)
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# Pitch (nose up/down around X axis)
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if Input.is_action_pressed("pitch_up"):
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action.rotation.x -= 1.0
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if Input.is_action_pressed("pitch_down"):
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action.rotation.x += 1.0
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_action.rotation.x = (1.0 if Input.is_action_pressed("pitch_down") else 0.0) \
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- (1.0 if Input.is_action_pressed("pitch_up") else 0.0)
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# Roll (bank left/right around Z axis)
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if Input.is_action_pressed("roll_left"):
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action.rotation.z += 1.0
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if Input.is_action_pressed("roll_right"):
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action.rotation.z -= 1.0
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_action.rotation.z = (1.0 if Input.is_action_pressed("roll_left") else 0.0) \
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- (1.0 if Input.is_action_pressed("roll_right") else 0.0)
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action.turbo = Input.is_action_pressed("turbo")
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_action.turbo = Input.is_action_pressed("turbo")
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return action
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return _action
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@@ -79,6 +79,7 @@ static func _get_team_material(team: int) -> StandardMaterial3D:
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var controller: ShipController
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var _current_action: ShipAction = ShipAction.new()
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var _inert_action: ShipAction = ShipAction.new()
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var _boundary: ArenaBoundary
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# Instrument signals for efficient data distribution
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@@ -194,7 +195,7 @@ func _has_telemetry_listeners() -> bool:
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func _integrate_forces(state):
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# One action per physics tick, pulled from the controller (deterministic)
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_current_action = controller.get_action() if controller else ShipAction.new()
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_current_action = controller.get_action() if controller else _inert_action
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# === TRANSLATION (Movement) ===
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apply_thruster_forces(state, _current_action)
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@@ -14,13 +14,7 @@ The training pipeline is built — see `TRAINING.md` (self-play PPO via the vend
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Bugs found in an adversarial review. None are gameplay- or physics-affecting, so all are safe to land against the current `Game/bots/` checkpoints.
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- [x] `VideoSettings.apply_to_environment()` (`scripts/video_settings.gd`) compounds on every arena load: `env.glow_intensity *= glow_scale` mutates an `Environment` that is a `[sub_resource]` of the arena scene, and Godot shares sub-resources across instantiations of a cached `PackedScene`. Glow at 50% becomes 25% then 12.5% across repeat entries. Fix by duplicating the Environment in `Arena._ready()` (`scripts/arena.gd`). Regression test: set glow to 50%, enter/leave Free Play three times, confirm it's still 50%.
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- [x] Collapse the four disagreeing team palettes into one source of truth — `ship.gd`, `HUDController.gd` and `goal.gd` each declare `TEAM_COLORS`, `arena_boundary.gd` exports `team0_tint`/`team1_tint`, and `arena_deck.gdshader` defaults to a fifth pair. Three of them disagree, so nose, goal rim, end zone and scoreboard are all different blues.
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- [ ] Goal scoring volume (3.5 x 1.5, `objects/goal.tscn`) is smaller than the drawn mouth (3.7 x 1.65, `ArenaBoundary.GOAL_APERTURE_*`) — a ball crossing the visible edge doesn't score. Derive the aperture constants from the goal's collision shape, the way `goal.gd:53` already measures its own visuals.
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- [x] `match_mode.gd`: full time can fire mid-kickoff-countdown, and the stalled coroutine resumes into the dying scene (can re-emit `kickoff_countdown` / unfreeze bodies for a frame). Guard `_run_kickoff_countdown` with a match-over flag.
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- [x] `match_mode.gd` emits `timer_updated` every frame for a value that changes once a second; the HUD re-formats and re-shapes the label each time. Emit only on change, matching `ship.gd`'s threshold-gated telemetry discipline.
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- [x] `HUDController` binds to `get_first_node_in_group("ship")` in a group that always has 2+ members — works only because the player ship happens to spawn first. Have the game mode hand the HUD its target ship.
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- [ ] Reuse a member `ShipAction` in `ship.gd` (controllerless path) and `player_ship_controller.gd` instead of allocating one per physics tick; `ai_ship_controller.gd` already does this correctly.
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- [ ] Delete the duplicate 1 MB texture — `assets/textures/planet_surface.png` and `assets/models/nebula_planet_planet_surface.png` are byte-identical.
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## Performance
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