perf: harden runtime for weaker hardware

This commit is contained in:
Rijad Zuzo
2026-08-12 10:02:45 +02:00
parent cd29da95e0
commit 34428d836a
47 changed files with 2164 additions and 243 deletions
+10
View File
@@ -189,6 +189,11 @@ study, and patrol target typed activity sites. The migration is documented in
- **Engine:** Godot 4.7 project configuration
- **Renderer feature:** Forward Plus
- **Presentation budget:** reversible High/Balanced/Low profiles; Balanced is
the default and Low can disable costly effects/grass without changing UI or
simulation state (`-- --quality=high|balanced|low`). Mutable render resources
and root-viewport scale have explicit world-instance ownership, and unsupported
volumetric fog is never enabled outside Forward+.
- **Language:** GDScript (`gdformat`, `gdlint`, headless Godot 4.7 scenarios,
and GUT run through the local quality gate)
- **Main scene:** `res://main.tscn`
@@ -254,6 +259,11 @@ plugin content, not game architecture.
the navigation mesh through a shared `CreatureVisual` root, and enemies are
data-driven `EnemyDefinition`s so new types add with a definition plus a
visual hook.
- Runtime safety now revalidates player attack faction, distance, and cooldown;
wolves move into real claw reach before damage; recovery restores combat
targetability; and raids remove authoritative pantry food. The player owns
the only `move_and_slide()` call, so dashes do not double-step. Player combat
cooldowns use unscaled real time while deterministic NPC combat remains ticked.
- `Escape` releases captured mouse input.
### Village simulation