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docs(multiplayer): resolve the Godot crash-attribution blocker
Godot testing had been paused since earlier this session after a run of native engine crashes (macOS crash reporter, EXC_BAD_ACCESS/SIGBUS) that the user had confirmed as caused by this session's headless invocations, based on temporal correlation with the session's own activity. Read the actual crash reports at ~/Library/Logs/DiagnosticReports/Godot-*.ips instead of relying on that correlation. Every one of the 25 reports on the machine names ChatGPT/codex (17 directly, 6 via an already-exited process in that same tree) or a manual iTerm2 session (1) as the responsible/parent process in the crash's own process tree -- none name Claude Code. Codex (via the ChatGPT desktop app) was apparently running headless Godot invocations concurrently with this session that day; the crashes were most likely misattributed to Claude Code on timing alone, not on anything in the crash reports themselves. Presented this finding to the user, who confirmed resuming Godot testing. Re-verified clean with zero new crash reports: test_runner.tscn (212/212), the full make verify-enet-integration suite (all five cases including the 3-process match), scripts/verify_control_plane_proposal_integration.sh (passed twice -- the real matcher forms the proposal and both real headless clients accept it), and the complete make verify-multiplayer-local gate end to end (Go tests/race/vet, all three fuzz targets, 212 Godot tests, contracts, manifests). This unblocks the Godot-side work multiplayer-next.md had been holding open pending this question: the two-player proposal integration script (already on disk, now proven to pass) and the Phase 8 client-experience tasks (8.39-8.43) that were waiting on the same answer.
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