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
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# Input gathering example
An example game demonstrating advanced input gathering techniques, including
continuous and one-off inputs.
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[gd_scene load_steps=7 format=3 uid="uid://b5qybas0mp0nd"]
[ext_resource type="Script" path="res://examples/input-gathering/scripts/player.gd" id="1_rea48"]
[ext_resource type="Script" path="res://addons/netfox/rollback/rollback-synchronizer.gd" id="2_axq31"]
[ext_resource type="Script" path="res://addons/netfox/tick-interpolator.gd" id="3_hhcvm"]
[ext_resource type="Script" path="res://examples/input-gathering/scripts/player-input.gd" id="4_kgt2r"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_t2650"]
[sub_resource type="CapsuleMesh" id="CapsuleMesh_vogks"]
[node name="Player" type="CharacterBody3D"]
script = ExtResource("1_rea48")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape3D_t2650")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("CapsuleMesh_vogks")
[node name="RollbackSynchronizer" type="Node" parent="." node_paths=PackedStringArray("root")]
script = ExtResource("2_axq31")
root = NodePath("..")
state_properties = Array[String]([":position", ":velocity"])
input_properties = Array[String](["Input:movement", "Input:is_jumping"])
[node name="TickInterpolator" type="Node" parent="." node_paths=PackedStringArray("root")]
script = ExtResource("3_hhcvm")
root = NodePath("..")
properties = Array[String]([":position"])
[node name="Input" type="Node" parent="."]
script = ExtResource("4_kgt2r")
@@ -0,0 +1,93 @@
[gd_scene load_steps=8 format=3 uid="uid://dnmh4ma4lv6uw"]
[ext_resource type="Script" path="res://examples/input-gathering/scripts/player-spawner.gd" id="1_cgsom"]
[ext_resource type="PackedScene" uid="uid://b5qybas0mp0nd" path="res://examples/input-gathering/characters/player.tscn" id="2_5t3uo"]
[ext_resource type="PackedScene" uid="uid://badtpsxn5lago" path="res://examples/shared/ui/network-popup.tscn" id="3_yeduu"]
[ext_resource type="Script" path="res://examples/shared/scripts/simple-time-display.gd" id="4_6lk7v"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_rrbfu"]
[sub_resource type="Sky" id="Sky_g0uhm"]
sky_material = SubResource("ProceduralSkyMaterial_rrbfu")
[sub_resource type="Environment" id="Environment_ef1wp"]
background_mode = 2
sky = SubResource("Sky_g0uhm")
[node name="Game Scene" type="Node3D"]
[node name="Map" type="Node" parent="."]
[node name="CSGCombiner3D" type="CSGCombiner3D" parent="Map"]
use_collision = true
[node name="CSGFloor" type="CSGBox3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.25, 0)
size = Vector3(16, 0.5, 16)
[node name="CSGWall" type="CSGBox3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 8)
size = Vector3(16, 2, 1)
[node name="CSGWall2" type="CSGBox3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, -8)
size = Vector3(16, 2, 1)
[node name="CSGWall3" type="CSGBox3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8, 1, 0)
size = Vector3(1, 2, 16)
[node name="CSGWall4" type="CSGBox3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8, 1, 0)
size = Vector3(1, 2, 16)
[node name="CSGCorner" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8, 1, 8)
[node name="CSGCorner2" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8, 1, -8)
[node name="CSGCorner3" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8, 1, -8)
[node name="CSGCorner4" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8, 1, 8)
[node name="Environment" type="Node" parent="."]
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Environment"]
transform = Transform3D(0.5, 0.612372, -0.612372, 0, 0.707107, 0.707107, 0.866025, -0.353553, 0.353553, -6.7361, 8.77817, 3.88909)
shadow_enabled = true
[node name="Camera3D" type="Camera3D" parent="Environment"]
transform = Transform3D(1, 0, 0, 0, 0.5, 0.866025, 0, -0.866025, 0.5, 0, 14.3564, 8.86602)
current = true
[node name="WorldEnvironment" type="WorldEnvironment" parent="Environment"]
environment = SubResource("Environment_ef1wp")
[node name="Network" type="Node" parent="."]
[node name="Player Spawner" type="Node" parent="Network" node_paths=PackedStringArray("spawn_root")]
script = ExtResource("1_cgsom")
player_scene = ExtResource("2_5t3uo")
spawn_root = NodePath("../../Players")
[node name="Players" type="Node" parent="."]
[node name="UI" type="Control" parent="."]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="Network Popup" parent="UI" instance=ExtResource("3_yeduu")]
layout_mode = 1
[node name="Time Display" type="Label" parent="UI"]
layout_mode = 0
offset_right = 40.0
offset_bottom = 23.0
script = ExtResource("4_6lk7v")
@@ -0,0 +1,5 @@
extends Object
class_name ExampleInputGathering
const Player := preload("res://examples/input-gathering/scripts/player.gd")
const PlayerInput := preload("res://examples/input-gathering/scripts/player-input.gd")
@@ -0,0 +1 @@
uid://clxsr5e8urv2w
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extends BaseNetInput
var movement: Vector3 = Vector3.ZERO
var is_jumping: bool = false
var _movement_buffer: Vector3 = Vector3.ZERO
var _movement_samples: int = 0
var _is_jumping_buffer: bool = false
func _ready():
super()
NetworkTime.after_tick.connect(func(_dt, _t): _gather_always())
func _process(_dt: float) -> void:
_movement_buffer += Vector3(
Input.get_axis("move_west", "move_east"),
Input.get_action_strength("move_jump"),
Input.get_axis("move_north", "move_south")
)
_movement_samples += 1
if Input.is_action_just_pressed("move_jump"):
_is_jumping_buffer = true
func _gather() -> void:
# Average movement samples
if _movement_samples > 0:
movement = _movement_buffer / _movement_samples
else:
movement = Vector3.ZERO
# Reset buffer
_movement_buffer = Vector3.ZERO
_movement_samples = 0
func _gather_always():
# Jumping
is_jumping = _is_jumping_buffer
_is_jumping_buffer = false
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uid://bdc2cjgbgh4iw
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extends Node
@export var player_scene: PackedScene
@export var spawn_root: Node
var avatars: Dictionary = {}
func _ready():
NetworkEvents.on_client_start.connect(_handle_connected)
NetworkEvents.on_server_start.connect(_handle_host)
NetworkEvents.on_peer_join.connect(_handle_new_peer)
NetworkEvents.on_peer_leave.connect(_handle_leave)
NetworkEvents.on_client_stop.connect(_handle_stop)
NetworkEvents.on_server_stop.connect(_handle_stop)
func _handle_connected(id: int):
# Spawn an avatar for us
_spawn(id)
func _handle_host():
# Spawn own avatar on host machine
_spawn(1)
func _handle_new_peer(id: int):
# Spawn an avatar for new player
_spawn(id)
func _handle_leave(id: int):
if not avatars.has(id):
return
var avatar = avatars[id] as Node
avatar.queue_free()
avatars.erase(id)
func _handle_stop():
# Remove all avatars on game end
for avatar in avatars.values():
avatar.queue_free()
avatars.clear()
func _spawn(id: int):
var avatar = player_scene.instantiate() as Node
avatars[id] = avatar
avatar.name += " #%d" % id
spawn_root.add_child(avatar)
# Avatar is always owned by server
avatar.set_multiplayer_authority(1)
print("Spawned avatar %s at %s" % [avatar.name, multiplayer.get_unique_id()])
# Avatar's input object is owned by player
var input = avatar.find_child("Input")
if input != null:
input.set_multiplayer_authority(id)
print("Set input(%s) ownership to %s" % [input.name, id])
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uid://bvtisxluxnf7h
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extends CharacterBody3D
@export var speed = 5.0
@export var jump_velocity: float = 4.5
@export var input: ExampleInputGathering.PlayerInput
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting(&"physics/3d/default_gravity")
func _ready():
position = Vector3(0, 4, 0)
if input == null:
input = $Input
func _rollback_tick(delta, _tick, _is_fresh):
_force_update_is_on_floor()
# Add gravity
if not is_on_floor():
velocity.y -= gravity * delta
# Movement
var input_dir = input.movement
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.z)).normalized()
if direction:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
velocity.x = move_toward(velocity.x, 0, speed)
velocity.z = move_toward(velocity.z, 0, speed)
# Jump
if input.is_jumping and is_on_floor():
velocity.y = jump_velocity
# move_and_slide assumes physics delta
# multiplying velocity by NetworkTime.physics_factor compensates for it
velocity *= NetworkTime.physics_factor
move_and_slide()
velocity /= NetworkTime.physics_factor
func _force_update_is_on_floor():
var old_velocity = velocity
velocity *= 0
move_and_slide()
velocity = old_velocity
@@ -0,0 +1 @@
uid://clnh0o1qcycge