fix: Windows client compile errors — get_world_3d on Node, array type mismatch, null plugin guard, maps format

This commit is contained in:
2026-07-01 21:38:07 -04:00
parent d5098c61e1
commit 82216bfa64
37 changed files with 357921 additions and 4 deletions
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@@ -109,7 +109,7 @@ func _ready() -> void:
# These work alongside the C++ SimulationServer for the GDScript
# weapon path.
weapon_server = WeaponServer.new()
weapon_server.physics_world = get_world_3d()
weapon_server.physics_world = get_viewport().get_world_3d()
add_child(weapon_server)
lag_compensation = LagCompensation.new()
@@ -177,7 +177,10 @@ func _ready() -> void:
# Register bomb sites from the scene tree
if is_inside_tree():
var bomb_sites: Array[Area3D] = get_tree().get_nodes_in_group("bomb_sites")
var bomb_sites: Array[Area3D] = []
for n in get_tree().get_nodes_in_group("bomb_sites"):
if n is Area3D:
bomb_sites.append(n)
if bomb_sites.size() > 0:
bomb_objective.register_bomb_sites(bomb_sites)
print("[GameServer] Registered %d bomb sites with BombObjective" % bomb_sites.size())
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@@ -251,6 +251,9 @@ func _load_plugin_from_manifest(name: String, manifest: PluginManifest) -> bool:
if "plugin_author" in instance:
instance.plugin_author = manifest.author
if instance == null:
push_error("[PluginManager] Failed to instantiate plugin: %s" % name)
return
instance.name = "Plugin_%s" % name
add_child(instance)
loaded_plugins[name] = instance
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