match.tscn had picked up team_size=3 from an earlier diagnostic dry run,
which would have made every normal Match spawn 3v3 instead of 1v1 -
reverted to the scene's intended default.
multiplayer-todo.md: task 0.15b's real blocker turned out to be measuring
on a Mac (Apple Silicon's tile-based GPU architecture gave a misleading,
undifferentiated cost profile). Re-ran the same 6-ship-match profiling
harness on reference hardware (RTX 3090) via a real GPU-bound X session -
results in §5.5.2 show the game comfortably clears 500+fps with every
effect on, and SDFGI/SSIL dominate the (now tiny) effects budget as
originally expected. This closes 0.28 (physics threading) as unnecessary
- there's no frame-time variance problem on reference hardware to fix -
and reframes 0.26 (bake GI) as a real but smaller win than assumed, worth
revisiting on lower-end hardware. Also corrected two stale/inaccurate
task rows (0.13, 0.17) found while reconciling the doc against what
actually landed.
Lands the non-networked Phase 0 tasks from multiplayer-todo.md (ship/camera/
arena refactors, sim constants, background FPS handling) plus a first pass
at exposing graphics/performance settings (presets, resolution scaling,
vsync, FPS cap, perf overlay) and a GPU profiling harness for the
real-hardware follow-up in task 0.15b.