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