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Josh Creek 04691aaa48 chore(multiplayer): Phase 0 refactors + graphics/perf settings groundwork
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.
2026-08-19 22:37:17 +01:00

23 lines
806 B
GDScript

extends Node
# Autoload: drops Engine.max_fps while the window is unfocused, so an idle
# background window doesn't keep rendering at whatever uncapped rate the
# hardware can hit. Independent of — and complementary to — the per-menu
# refresh-rate cap in main_menu.gd/settings_menu.gd, which only covers menu
# screens; this covers every scene, including gameplay.
const BACKGROUND_FPS := 30
# 0 means "uncapped"; also what we restore to if focus is lost before any
# menu/gameplay scene has had a chance to set its own cap.
var _foreground_max_fps := 0
func _notification(what: int) -> void:
match what:
NOTIFICATION_APPLICATION_FOCUS_OUT:
_foreground_max_fps = Engine.max_fps
Engine.max_fps = BACKGROUND_FPS
NOTIFICATION_APPLICATION_FOCUS_IN:
Engine.max_fps = _foreground_max_fps