Fresh start: replace with naxIO/netfox-cs-sample foundation
Complete replacement of the tactical-shooter project with the netfox-cs-sample (MIT) — a CS 1.6 inspired multiplayer FPS built with Godot 4 and netfox. ## What's new - Full CS-style gameplay: teams (T/CT), rounds, economy, buy menu - 6 weapons: Knife, Glock, USP, AK-47, M4A1, AWP - Bomb plant/defuse with 2 bombsites - Flashbang & smoke grenades - Proper netfox rollback netcode at 64 tick - Network popup UI for host/join - HUD, crosshair, round timer, scoreboard - All netfox singletons registered as autoloads (works in exported builds) ## Architecture - Listen-server (host from client, no dedicated server binary) - Multiplayer-fps game lives at examples/multiplayer-fps/ - Netfox addons registered as autoloads for exported build compat - Godot 4.7 with Forward+ renderer ## Removed - Old headless-server architecture (client_main, server_main, player.gd, etc.) - Custom netfox bootstrap with ENet fallback - Old ChaffGames FPS template (2,420 lines, 844 KB) - SimulationServer GDExtension stub - Godot-jolt physics (netfox sample uses default Godot physics) - Duplicate weapon_data.gd, anti_cheat.gd, round_manager.gd, etc. - Server browser API Python venv (87 MB) - test_range map and modular assets ## Preserved - Git history - Server config at config/default_server_config.cfg - Windows export preset - Build directory (gitignored) Co-authored-by: naxIO <naxIO@users.noreply.github.com>
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@@ -1,28 +0,0 @@
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extends _HistoryBuffer
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class_name _PropertyHistoryBuffer
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func get_snapshot(tick: int) -> _PropertySnapshot:
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if _buffer.has(tick):
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return _buffer[tick]
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else:
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return _PropertySnapshot.new()
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func set_snapshot(tick: int, data) -> void:
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if data is Dictionary:
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var snapshot := _PropertySnapshot.from_dictionary(data)
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super(tick, snapshot)
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elif data is _PropertySnapshot:
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super(tick, data)
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else:
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push_error("Data not a PropertSnapshot! %s" % [data])
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func get_history(tick: int) -> _PropertySnapshot:
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var snapshot = super(tick)
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return snapshot if snapshot else _PropertySnapshot.new()
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func trim(earliest_tick_to_keep: int = NetworkRollback.history_start) -> void:
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super(earliest_tick_to_keep)
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func merge(data: _PropertySnapshot, tick:int) -> void:
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set_snapshot(tick, get_snapshot(tick).merge(data))
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