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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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@@ -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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