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Capital ships & support art: - New Flagship capital ships (world/flagship.gd) spawn a small point-defense formation at each team's spawn marker, independently targeting the nearest enemy in range with a slow unmissable-looking missile and a faster bullet stream -- keeps a team from parking on the enemy spawn and farming respawns. - Per-race/role bullet sprites for turret fire (assets/images/effects/ bullets/), flagship art for both factions, minimap now draws flagship blips, bot_ai awareness tuned to notice them. Settings screen (items 20-21 in CLAUDE.md) -- was a stub, now five real sections shared between the main menu and the in-game pause menu: - Diagnosed and fixed a "movement looks blurry/laggy" report down to three independent causes: physics-tick vs. display-refresh judder (fixed via Godot's built-in physics interpolation, plus a frame-rate-cap + VSync dropdown so each player can match their own monitor), missing mipmaps on every minified ship texture (real GPU sampling shimmer, unrelated to frame timing), and a periodic hitch from the matchmaking heartbeat spinning up a new HTTPRequest thread every 8 seconds instead of reusing one. - Nameplates get their own manual per-frame interpolation, since Godot's physics interpolation only covers Node2D/Node3D, not the Control-based Label they're built from. - Audio: Master/Music/SFX volume sliders backed by a real bus layout (default_bus_layout.tres) -- the project had no volume control at all before this. - Window mode (Fullscreen/Exclusive Fullscreen/Windowed), a colorblind-friendly enemy-color toggle (also fixes the minimap's own separate, inconsistent yellow enemy color), and keyboard rebinding for every action with a live capture UI. - New GameConfig.settings_focused flag (same pattern as chat_focused/ team_select_focused) so a key-rebind capture can't also move the ship or toggle the pause menu underneath the panel. Spawn intro: a ship's first-ever appearance now eases in from a random direction (fast off the start, decelerating into its landing spot) instead of popping into place -- purely a cosmetic sprite offset, so collision/camera/networking are untouched and every peer (including bots) sees the same warp-in. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>