f6d69545c9
Add client-side prediction (t_p1_pred) with: - scripts/network/snapshot.gd — lightweight snapshot resource with to_dict/from_dict serialization for RPC. Stores position (Vector3), rotation (Quaternion), velocity (Vector3), grounded (bool). - scripts/network/client_prediction.gd — prediction/reconciliation controller. 64-entry ring buffer of local snapshots, sends inputs to server each physics tick (128Hz, ENet channel 0), detects misprediction on server state arrival, rewinds and re-applies unconfirmed inputs. Also supports remote player interpolation. - scripts/network/network_manager.gd — new RPC endpoints for client prediction: send_client_input (client->server, ch 0) and send_server_state (server->client, ch 1). New signals for routing. - client/characters/character/fps_character_controller.gd — prediction hooks in _physics_process: on_before_tick() captures pre-input snapshot, on_after_tick() sends input to server. Client prediction path uses local movement (instant feedback) instead of reading from SimulationServer entity. Architecture: Each tick: client applies input → predicts new state locally → sends input to server → server returns authoritative state → client compares and reconciles if mismatch.