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>
This commit is contained in:
2026-07-02 20:55:20 -04:00
parent ce39b237c3
commit b0c83af092
4416 changed files with 57418 additions and 902676 deletions
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extends Node3D
class_name Effect
@export var duration: float = 8.0
@export var winddown_time: float = 2.0
@onready var animation_player: AnimationPlayer = $AnimationPlayer as AnimationPlayer
var _apply_tick: int = 0
var _cease_tick: int = 0
var _destroy_tick: int = 0
func _ready():
if not get_parent() is BrawlerController:
push_error("Powerup effect added to non-player!")
queue_free()
return
_apply_tick = NetworkTime.tick + 1
_cease_tick = _apply_tick + NetworkTime.seconds_to_ticks(duration)
_destroy_tick = max(
_cease_tick + NetworkTime.seconds_to_ticks(winddown_time),
_cease_tick + NetworkRollback.history_limit
)
# Resim from apply tick on the next loop
NetworkRollback.before_loop.connect(func(): NetworkRollback.notify_resimulation_start(_apply_tick), CONNECT_ONE_SHOT)
NetworkRollback.on_process_tick.connect(_rollback_tick)
NetworkTime.on_tick.connect(_tick)
func _rollback_tick(tick):
if tick == _apply_tick:
_apply()
if tick == _cease_tick:
_cease()
func _tick(_delta, tick):
if tick == _cease_tick:
animation_player.play("death")
if tick >= _destroy_tick:
queue_free()
func _apply():
pass
func _cease():
pass
func get_target() -> BrawlerController:
return get_parent_node_3d() as BrawlerController
func is_active() -> bool:
var tick = NetworkRollback.tick if NetworkRollback.is_rollback() else NetworkTime.tick
return tick >= _apply_tick and tick < _cease_tick
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uid://rbj18ues4b75
@@ -0,0 +1,11 @@
extends Effect
@export var bonus_mass: float = 1.0
func _apply():
get_target().mass += bonus_mass
NetworkRollback.mutate(get_target())
func _cease():
get_target().mass -= bonus_mass
NetworkRollback.mutate(get_target())
@@ -0,0 +1 @@
uid://ku0h0bido33i
@@ -0,0 +1,25 @@
extends Effect
@export var area: Area3D
@export var strength: float = 4.0
func _rollback_tick(tick):
super._rollback_tick(tick)
if not is_active():
return
for body in area.get_overlapping_bodies():
if not body is BrawlerController or body == get_parent_node_3d():
continue
var brawler := body as BrawlerController
var diff: Vector3 = brawler.global_position - global_position
var f = clampf(1.0 / (1.0 + diff.length_squared()), 0.0, 1.0)
f = clampf(1. - diff.length_squared() / 16., 0., 1.)
diff.y = max(0, diff.y)
var motion = diff.normalized() * strength * f * NetworkTime.ticktime
brawler.shove(motion)
brawler.register_hit(get_parent_node_3d())
NetworkRollback.mutate(brawler)
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uid://bbyjqcch0uq2b
@@ -0,0 +1,11 @@
extends Effect
@export var bonus: float = 0.2
func _apply():
get_target().speed *= 1 + bonus
NetworkRollback.mutate(get_target())
func _cease():
get_target().speed /= 1 + bonus
NetworkRollback.mutate(get_target())
@@ -0,0 +1 @@
uid://byyjui57c0qjx