F1: the human watched the real game and it repeats on a held direction, on the
stick AND (confirmed separately) the d-pad. gamepad.gd had predicted this exact
refutation in its own words, so one-step-per-deflection stops being the
conservative reading and becomes a known defect.
Mechanism: Gamepad.held_direction() polls the DEVICES -- not
Input.is_action_pressed, because ui_up/ui_down sit on the stick at Godot's 0.50
deadzone while the port steps at the game's measured 0.61, so polling the action
would repeat through the exact band ENTER exists to exclude.
Boot._menu_repeat() re-applies the same guards a real press gets, rather than
sharing them, because a second input path is where this port's defects hide.
The RATE is NOT shipped, on instruction: an invented interval is
indistinguishable from a measured one later. An earlier draft of this change had
0.40/0.20 with a why attached; that was the named failure mode and the numbers
are removed, not commented out. repeat_due() returns 0 until both are set.
Flagged at the adoption site: verify-input's 'a held stick is ONE step, not six'
asserts the ABSENCE of this feature and will go red when a rate lands -- for the
right reason, and looking exactly like the jitter bug returning.