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
This commit is contained in:
2026-07-02 18:17:05 -04:00
parent 969741aa31
commit a69c60ce85
3 changed files with 55 additions and 5 deletions
+1 -1
View File
@@ -16,7 +16,7 @@ extends Node3D
# ---------------------------------------------------------------------------
@export var server_host: String = "68.202.6.107"
@export var server_port: int = 34197
@export var fps_scene: PackedScene = preload("res://client/template/player_character.tscn")
@export var fps_scene: PackedScene = preload("res://scenes/player.tscn")
# ---------------------------------------------------------------------------
# State