docs: client-perf analysis, bench harness and work journal
Everything the next agent needs to run the Phase 2 optimisation loop on a machine that can launch the client: - analysis/client-perf/: LEVERS (ranked levers + corrections), BENCH-MATRIX (world, scenes, config IDs, blocks B0-B14 with decision rules), PLAYER-TUNING, SPAWN-TUNING, research briefs, the jar scanner and its output, observed default configs, and proposed-configs/ (build.py generates tiers and bench variants and fails on unknown keys; apply_variant.py applies a variant and merges options.txt). - analysis/client-perf/bench/onion-bench/: bench-world datapack (scene teleports, Create grid, mob pen, sound storm, 120 s teleport tour). - analysis/audit/: the static recipe/dependency audit, including gen_fixes.py, which generates the shipped Paxi datapack and was never tracked. - phase0/: per-machine measurement harness (Steam Deck, 7700K/1060, 6700K/1080 Ti). - .pi/journal.md: running work log; read it first. All of it is packwizignored, so nothing here ships to players.
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#Whether sub-levels should apply block shading dynamically
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sub_level_dynamic_shading = true
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#Whether sub-levels can occlude the water surface
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sub_level_water_occlusion = true
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#Whether sub-levels should cast a shadow on the world
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sub_level_skylight_shadows = false
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#Whether to draw loaded chunks on the client in the chunk debug renderer
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debug_draw_loaded_chunks = false
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#The distance back in game-ticks that the snapshot interpolation should operate
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# Default: 1.5
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# Range: 0.0 ~ 100.0
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sub_level_snapshot_interpolation_delay_ticks = 1.5
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#The renderer to use for sub-levels
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#Allowed Values: SODIUM_REACHAROUND
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sub_level_renderer = "SODIUM_REACHAROUND"
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#The zoom sensitivity for sub-level camera types
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# Default: 0.2
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# Range: 0.0 ~ 100.0
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sub_level_zoom_sensitivity = 0.2
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#If Sable should attempt to establish a UDP connection with the server, to receive sub-level movement data over a UDP channel
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attempt_udp_networking = true
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