Fix Windows build: use entry.tscn as main scene, add fallback input handling
- Changed run/main_scene to entry.tscn (smart bootstrap detects headless vs display) - client_main.gd now uses player.tscn instead of old FPS template - Added mouse look (click-to-capture, escape-to-release) to player.gd fallback path - Added _gather() call to player.gd fallback _physics_process() so PlayerNetInput is populated even without NetworkTime singleton (exported builds) - Re-exported Windows build with same tag v0.1.0-windows
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@@ -16,7 +16,7 @@ extends Node3D
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# ---------------------------------------------------------------------------
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@export var server_host: String = "68.202.6.107"
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@export var server_port: int = 34197
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@export var fps_scene: PackedScene = preload("res://client/template/player_character.tscn")
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@export var fps_scene: PackedScene = preload("res://scenes/player.tscn")
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# ---------------------------------------------------------------------------
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# State
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