The jitter had two causes, and the larger one is embarrassing: boss_state() handed back the newest snapshot raw while players and enemies both went through the interpolator. The boss therefore stepped at the 20Hz snapshot rate instead of the frame rate. Invisible for as long as every boss stood still, and the first one that moved looked broken. It is interpolated now -- but not across an instance change, where the previous snapshot describes a different fight in a different room and lerping to it would fling the new boss across the map for a frame. The smaller cause was server-side: a CHASE boss corrects by the SIGN of its distance error, so at the standoff the sign flipped every tick and the boss vibrated a couple of pixels at 60Hz. It has a dead band now. The settings screen covers rebindable controls and volume, reachable from both the main menu and the in-game menu. Bindings are stored as physical keycodes -- following key position, the choice setup_input_map.gd already made -- and labelled back through the active layout so an AZERTY player reads the letter on the key their fingers are on. A rebind replaces every event on the action rather than the first, because an action that kept its alternates would still answer to the key you just moved away from. A key already in use is refused and the clash is named. Reset restores what the PROJECT shipped, captured once before anything overrides it -- captured later it would restore the last session's choice, which is the thing being undone. Effects play on an SFX bus created at runtime, so both sliders are real mixer settings rather than a number multiplied into every play() call. Worth recording: the test suite AND the smoke test both passed while a client logged twelve engine errors on every startup. ConfigFile.get_value(s, k, null) does not mean "no default" -- it means the key is absent and no default was given, and the engine logs an error per action. Nothing caught it because the smoke refutations matched SCRIPT ERROR and friends, and a plain ERROR: is none of those. It surfaced from running the client and reading the output. smoke.sh now asserts no plain engine errors either, excluding by name the one line Godot prints on every clean exit, and reintroducing the bug makes it fail. One mutation caught nothing and should not have: the early return in linear_to_db_clamped was dead code, since the clamp beneath it already prevents negative infinity. Removed rather than left looking tested. check.sh clean, 439 tests, SMOKE PASS (23 assertions), all four diagnostics green, and a real client boots with zero engine errors. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -235,3 +235,19 @@ Godot preinstalled. All three are headless, so nothing extra is needed.
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- [GUT](https://github.com/bitwes/Gut) · [gdUnit4](https://github.com/godot-gdunit-labs/gdUnit4)
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- [Godot: high-level multiplayer](https://docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplayer.html)
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- [Godot: command line tutorial](https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html)
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### A green suite is not a quiet one
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`tools/test.sh` and `tools/smoke.sh` both passed while a client logged twelve
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engine errors at every startup. `ConfigFile.get_value(section, key, null)` does
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not mean "no default" — it means the key is absent *and* no default was given,
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so the engine logs an error for each one. Nothing caught it because the smoke
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test's refutations matched `SCRIPT ERROR|Parse Error|USER ERROR`, and a plain
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`ERROR:` is none of those.
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It surfaced from actually running the client (`--listen --autoquit`) and reading
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the output, which is worth doing after any change to startup.
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`smoke.sh` now asserts no plain engine errors either, excluding by name the one
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line Godot prints on every clean exit — naming it means anything else that turns
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up is a real finding rather than noise to be squinted past.
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