menu interactive, refactor, perf tests, charge bar, debug menu stuff
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@@ -90,6 +90,7 @@ bash run_tests.sh
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# Individual tests:
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gdlint *.gd tests/*.gd # GDScript lint (gdtoolkit, installed via uv)
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godot --headless --script tests/logic_test.gd # pure logic, ~2 s
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godot --headless --script tests/performance_test.gd # frame-budget regression guard, ~4 s
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godot --headless --script tests/gameplay_test.gd # full scene, bone sanity, ~4 s
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# Gameplay test with real rendering (inspect frame strip visually):
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@@ -107,6 +108,13 @@ godot --script tests/gameplay_test.gd # opens a window, saves re
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Headless screenshots will be blank (Forward Plus has no display). Run without `--headless` to get real frame strips.
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### What the performance test catches
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Loads the full scene with `STRESS_MATADORS` (20) matadors, samples per-frame time
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during normal play and during a mass-ragdoll spike, and fails if the average
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exceeds 16 ms or any single frame exceeds 100 ms. Budgets are generous regression
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guards (not a target frame rate); the measured avg/peak/fps print every run so a
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gradual creep shows up before it trips the ceiling.
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## Godot 4.x specifics
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- `wrapf` / `wrap` instead of manual modulo for angles
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