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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# Using RollbackSynchronizer without inputs
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In certain cases, a component needs to participate in rollback, but is not
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driven by any input. One example could be more complex NPCs. These need to be
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part of the rollback tick loop, but they are not controlled by any player.
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In these cases, you can use RollbackSynchronizer as described earlier in
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[Responsive player movement], but without the input. This means not needing an
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input node, and not configuring any input properties. State properties still
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need to be configured, and the gameplay logic must be implemented in
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`_rollback_tick()`.
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!!!tip
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An example project featuring a simple NPC using an inputless
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RollbackSynchronizer can be found at [examples/rollback-npc].
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Under the hood, *netfox* will simulate these inputless nodes whenever it
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encounters a tick that has no state for the inputless node. On the server, this
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means inputless nodes will be simulated only for new ticks. On clients, this
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means never being simulated, since all state is received from the server. If
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prediction is enabled, clients will simulate inputless nodes for ticks they
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don't have data from the server.
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[Responsive player movement]: ./responsive-player-movement.md
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[examples/rollback-npc]: https://github.com/foxssake/netfox/tree/main/examples/rollback-npc
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