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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# Input prediction example
A simple demo game, using netfox's `RollbackSynchronizer` to demonstrate input
prediction.
Players control marbles, that behave somewhat similar to cars - they can change
direction, but gradually, and never on the spot. They can also speed up or slow
down, but only gradually.
This lends them well to input decay - when there's no input available, the game
assumes that the player is slowly letting go of the gas. This is a more
accurate prediction than assuming that the marble stops immediately, thus
resulting in less noticeable glitches with bad network conditions.
Binary file not shown.

After

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dest_files=["res://.godot/imported/checkers.png-ea9f80e24aa34475dd7ca3c890e8736d.bptc.ctex", "res://.godot/imported/checkers.png-ea9f80e24aa34475dd7ca3c890e8736d.astc.ctex"]
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[gd_scene load_steps=8 format=3 uid="uid://dr1ms7r5gpwq6"]
[ext_resource type="Script" path="res://examples/shared/scripts/player-spawner.gd" id="1_3a652"]
[ext_resource type="PackedScene" uid="uid://ryvnj6wy1gij" path="res://examples/input-prediction/marble.tscn" id="2_8u0ft"]
[ext_resource type="PackedScene" uid="uid://badtpsxn5lago" path="res://examples/shared/ui/network-popup.tscn" id="3_hlgiv"]
[ext_resource type="Script" path="res://examples/shared/scripts/simple-time-display.gd" id="4_klbcc"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_wp6ir"]
[sub_resource type="Sky" id="Sky_g0uhm"]
sky_material = SubResource("ProceduralSkyMaterial_wp6ir")
[sub_resource type="Environment" id="Environment_d1pdb"]
background_mode = 2
sky = SubResource("Sky_g0uhm")
[node name="input-prediction" type="Node3D"]
[node name="Map" type="Node" parent="."]
[node name="CSGCombiner3D" type="CSGCombiner3D" parent="Map"]
use_collision = true
[node name="CSGBox3D" type="CSGBox3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 4.5, 0)
size = Vector3(34, 9, 26)
[node name="CSGBox3D2" type="CSGBox3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 6, 0)
operation = 2
size = Vector3(24, 10, 16)
[node name="CSGBox3D3" type="CSGBox3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 11, 0)
operation = 2
size = Vector3(32, 10, 24)
[node name="CSGCylinder3D" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(-4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0, 1, 0, 5, 8)
operation = 2
radius = 4.0
height = 24.0
sides = 32
[node name="CSGCylinder3D4" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(-4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0, 1, 0, 5, -8)
operation = 2
radius = 4.0
height = 24.0
sides = 32
[node name="CSGCylinder3D2" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1.91069e-15, 4.37114e-08, -1, 1, -4.37114e-08, 0, -4.37114e-08, -1, -4.37114e-08, 12, 5, 0)
operation = 2
radius = 4.0
height = 16.0
sides = 32
[node name="CSGCylinder3D3" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1.91069e-15, 4.37114e-08, -1, 1, -4.37114e-08, 0, -4.37114e-08, -1, -4.37114e-08, -12, 5, 0)
operation = 2
radius = 4.0
height = 16.0
sides = 32
[node name="CSGSphere3D" type="CSGSphere3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12, 5, -8)
operation = 2
radius = 4.0
radial_segments = 32
rings = 16
[node name="CSGSphere3D2" type="CSGSphere3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -12, 5, -8)
operation = 2
radius = 4.0
radial_segments = 32
rings = 16
[node name="CSGSphere3D3" type="CSGSphere3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -12, 5, 8)
operation = 2
radius = 4.0
radial_segments = 32
rings = 16
[node name="CSGSphere3D4" type="CSGSphere3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12, 5, 8)
operation = 2
radius = 4.0
radial_segments = 32
rings = 16
[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"]
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[node name="Player Spawner" type="Node" parent="." node_paths=PackedStringArray("spawn_root")]
script = ExtResource("1_3a652")
player_scene = ExtResource("2_8u0ft")
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_hlgiv")]
layout_mode = 1
[node name="Time Display" type="Label" parent="UI"]
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offset_right = 40.0
offset_bottom = 23.0
script = ExtResource("4_klbcc")
+39
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extends BaseNetInput
var movement: Vector3
var confidence: float = 1.
@onready var _rollback_synchronizer := $"../RollbackSynchronizer" as RollbackSynchronizer
func _ready():
super()
NetworkRollback.after_prepare_tick.connect(_predict)
func _gather():
movement = Vector3(
Input.get_axis("move_east", "move_west"),
Input.get_action_strength("move_jump"),
Input.get_axis("move_south", "move_north")
)
func _predict(_t):
if not _rollback_synchronizer.is_predicting():
# Not predicting, nothing to do
confidence = 1.
return
if not _rollback_synchronizer.has_input():
confidence = 0.
return
# Decay input over a short time
var decay_time := NetworkTime.seconds_to_ticks(.05)
var input_age := _rollback_synchronizer.get_input_age()
# **ALWAYS** cast either side to float, otherwise the integer-integer
# division yields either 1 or 0 confidence
confidence = input_age / float(decay_time)
confidence = clampf(1. - confidence, 0., 1.)
# Modulate input based on confidence
movement *= confidence
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uid://by2wt0fmiqel8
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extends CharacterBody3D
@export var max_speed: float = 16.
@export var acceleration: float = 16.
@export var turn_degrees: float = 360.
@export var jump_strength: float = 8.
var is_reversing := false
@onready var _rollback_synchronizer := $RollbackSynchronizer as RollbackSynchronizer
@onready var input := $Input as Node
var gravity: float = ProjectSettings.get_setting(&"physics/3d/default_gravity")
func _ready():
position = Vector3(0, 4, 0)
var player_id := input.get_multiplayer_authority()
var mesh := $MeshInstance3D as MeshInstance3D
var material := mesh.get_active_material(0).duplicate() as StandardMaterial3D
material.albedo_color = Color.from_hsv((player_id % 256) / 256.0, 1.0, 1.0)
mesh.set_surface_override_material(0, material)
func _rollback_tick(dt, _t, _if):
if is_zero_approx(input.confidence):
# Can't predict, not enough confidence in input
_rollback_synchronizer.ignore_prediction(self)
return
_force_update()
if is_on_floor():
velocity.y = input.movement.y * jump_strength
else:
velocity.y -= gravity * dt
var movement := input.movement as Vector3
movement.y = 0.
var reverse_factor = 1.
if is_on_floor():
var accel := 0.
var steer := 0.
var brake := 0.
var speed := velocity.length()
if movement.is_zero_approx():
# Brake
brake = acceleration * 1. * dt
else:
if is_zero_approx(speed) and not is_zero_approx(movement.z):
is_reversing = not is_reversing
if is_reversing:
movement.z *= -1.
if movement.z > 0:
accel = abs(movement.z) * acceleration * dt
else:
brake = abs(movement.z) * 2. * acceleration * dt
steer = movement.x * turn_degrees
steer *= pow(clampf(speed / max_speed, 0., 1.), .5)
if is_reversing:
reverse_factor = -1.
brake = minf(brake, speed)
velocity += accel * reverse_factor * transform.basis.z - velocity.normalized() * brake
velocity = velocity.rotated(transform.basis.y, deg_to_rad(steer) * dt)
if velocity.length() > max_speed:
velocity = velocity.normalized() * max_speed
velocity *= NetworkTime.physics_factor
move_and_slide()
velocity /= NetworkTime.physics_factor
# Face velocity
var look = velocity.normalized() * reverse_factor
if not look.is_zero_approx() and abs(look.y) < .95:
look_at_from_position(position, position + look, transform.basis.y, true)
func _force_update():
var old_velocity = velocity
velocity *= 0
move_and_slide()
velocity = old_velocity
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uid://yfh2t6mpfynn
+46
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@@ -0,0 +1,46 @@
[gd_scene load_steps=9 format=3 uid="uid://ryvnj6wy1gij"]
[ext_resource type="Texture2D" uid="uid://dfwpt4r3mwe3" path="res://examples/input-prediction/checkers.png" id="1_64oxq"]
[ext_resource type="Script" path="res://examples/input-prediction/marble.gd" id="1_n25ns"]
[ext_resource type="Script" path="res://examples/input-prediction/input.gd" id="2_7f8dy"]
[ext_resource type="Script" path="res://addons/netfox/rollback/rollback-synchronizer.gd" id="2_nlyyn"]
[ext_resource type="Script" path="res://addons/netfox/tick-interpolator.gd" id="5_ruljv"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_fyc8n"]
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roughness = 0.1
texture_filter = 0
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material = SubResource("StandardMaterial3D_fyc8n")
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rings = 16
[node name="marble" type="CharacterBody3D"]
collision_layer = 2
script = ExtResource("1_n25ns")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("SphereShape3D_bpiah")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("SphereMesh_y7mm6")
[node name="Input" type="Node" parent="."]
script = ExtResource("2_7f8dy")
[node name="RollbackSynchronizer" type="Node" parent="." node_paths=PackedStringArray("root")]
script = ExtResource("2_nlyyn")
root = NodePath("..")
enable_prediction = true
state_properties = Array[String]([":transform", ":velocity", ":is_reversing"])
input_properties = Array[String](["Input:movement"])
enable_input_broadcast = false
[node name="TickInterpolator" type="Node" parent="." node_paths=PackedStringArray("root")]
script = ExtResource("5_ruljv")
root = NodePath("..")
properties = Array[String]([":transform"])