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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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@@ -24,7 +24,7 @@ extends Node
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# independently of stretch mode, since it scales the 3D viewport's own internal
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# resolution before this blit rather than the window itself. Task 0.15b also
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# found an unexplained ~6% non-uniform width scaling on this project's one
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# tested (Mac/Retina) machine — see multiplayer-next.md §5.5.1 — which needs
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# tested (Mac/Retina) machine — see MULTIPLAYER_SPEC.md §5.5.1 — which needs
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# understanding before stretch mode is touched, not blindly carrying into a
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# resolution-dependent change.
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#
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@@ -49,7 +49,7 @@ const SETTINGS_PATH := "user://settings.cfg"
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# preset -> bundle applied to the individual fields below. CUSTOM has no
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# bundle: selecting it just stops future preset changes from overwriting
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# whatever the individual fields currently hold. Task 0.15b's measured
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# per-effect costs (multiplayer-next.md §5.5.1) were too noisy to rank these
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# per-effect costs (MULTIPLAYER_SPEC.md §5.5.1) were too noisy to rank these
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# against each other, so each rung is "meaningfully fewer full-screen passes
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# than the one above it" rather than a precisely tuned ladder.
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const PRESET_BUNDLES := {
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@@ -252,7 +252,7 @@ func apply_fps_cap() -> void:
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# Called once by each arena's _ready() (and again on settings_changed, so an
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# already-loaded arena updates live) to fold the user's glow/brightness
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# preference into that arena's own baked Environment tuning, and to gate the
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# preset-controlled full-screen passes (§5.5 of multiplayer-next.md).
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# preset-controlled full-screen passes (§5.5 of MULTIPLAYER_SPEC.md).
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func apply_to_environment(env: Environment) -> void:
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if env == null:
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return
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