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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# Interpolation caveats
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While netfox runs netcode at a fixed rate, the game may render frames at a
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higher, varying framerate. Interpolation smooths out the difference between
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tickrate and framerate, when using [TickInterpolator].
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Below are some aspects that may catch users off guard.
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### Interpolate only visuals
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A node's state may consist of multiple properties, some of which affect its
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appearance ( e.g. position, rotation, scale ), some are only relevant to the
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simulation - e.g. most objects look the same regardless of their velocity, even
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though it's important for simulating their behavior.
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Since interpolation matters only for the game's visuals, it's enough to
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interpolate only the properties that affect the game's visuals.
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### Rotation vs. Quaternion vs. Transform
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Interpolating `rotation` may lead to glitchy results when an object makes a
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full turn. This stems from the way `rotation` works - it represents the amount
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of rotation per axis, in Euler angles. Using Euler angles to interpolate
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rotations doesn't work well, as they can end up interpolating from -180 degrees
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to +180 numerically. The expected behavior would be to go from -180 to +180
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instantly, since they represent the same rotation. The same thing happens in
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animation software as well, when trying to interpolate with Euler angles.
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What to do instead:
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* Interpolate the whole `transform`
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* Interpolate `quaternion` - represents rotation, but better suited to
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interpolation
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For more, see Godot docs on [3D transforms]
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[TickInterpolator]: ../nodes/tick-interpolator.md
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[3D transforms]: https://docs.godotengine.org/en/stable/tutorials/3d/using_transforms.html
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