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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mode = "fancy"
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chunk_rebuild_scheduler = "culling"
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[adaptive_ticking]
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slow = 5
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slower = 8
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background_sleep = true
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[light_sources]
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entities = true
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self = true
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water_sensitive_check = true
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beam = true
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guardian_laser = true
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sonic_boom = true
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glowing_effect = true
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mixin.perf.dynamic_resources=false
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# Partial file: SPR merges these over its generated per-sound defaults (-1 = unlimited).
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#The render distance for physics objects (SubLevels) in chunks.
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# Default: 128
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# Range: 1 ~ 1000000
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physicsRenderDistance = 128
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#The minimum render distance for physics objects (SubLevels) in chunks.
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# Default: 16
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# Range: 1 ~ 1000000
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minPhysicsRenderDistance = 16
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#The maximum render distance for physics objects (SubLevels) in chunks.
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# Default: 4096
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# Range: 1 ~ 1000000
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maxPhysicsRenderDistance = 4096
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version:3955
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renderDistance:12
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simulationDistance:12
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biomeBlendRadius:2
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mipmapLevels:4
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entityDistanceScaling:1.0
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particles:0
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entityShadows:true
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graphicsMode:1
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maxFps:120
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enableVsync:true
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