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docs(multiplayer): split spec into MULTIPLAYER_SPEC.md, trim task doc to outstanding work
multiplayer-next.md was a 1662-line mix of standing architecture spec and task-completion tracking, most of which was dense per-task DONE evidence for finished Phases 0-6. Split it: - MULTIPLAYER_SPEC.md (new): the locked architecture decisions, wire format, server-side input handling, prediction/reconciliation, latency/frame-rate budget, and match lifecycle state machine - standing design reference, not task-tracked. - multiplayer-next.md (trimmed 1662 -> ~370 lines): only outstanding work remains - §0 status, §7 Phase 7/8 task tables condensed to "what's left" per task, §8-11 reference material (refactoring notes, gotchas, testing, flagged items). Phases 0-6 collapsed to a pointer at git history instead of ~500 lines of DONE evidence. Also: - Repointed every `multiplayer-next.md §N` code comment (N 1-6) across Game/scripts, Game/tools and Game/tests to MULTIPLAYER_SPEC.md, since those sections moved. Task-number references (`task N.N`, §7-11) correctly still point at multiplayer-next.md. - Updated CLAUDE.md's doc index and docs/TECH_STACK.md's spec-section citations to match. - TODO.md: added a "what's left to actually finish multiplayer (human-actionable)" checklist pulled from multiplayer-next.md §0 and docs/MATCHMAKING.md - things that need a person (hardware, a design decision, a Steam App ID, hands on a controller), not more agent code.
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@@ -3,7 +3,7 @@ extends RefCounted
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# Buffers recent snapshot samples for ONE remote body and produces
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# interpolated states at any requested (possibly fractional) server tick —
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# used twice per body (multiplayer-next.md §4.1/§4.6, "dual-time remote
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# used twice per body (MULTIPLAYER_SPEC.md §4.1/§4.6, "dual-time remote
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# entities"): once at the present-time estimate for the collider, once
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# further back at present-minus-INTERP_DELAY for $Visual.
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#
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