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 BulletHole
## Spawns a bullethole
## A StandardMaterial3D to use as the bullethole decal.
@export var material: StandardMaterial3D
## Maximum number of bullet holes
@export var instance_limit: int = 20
## The minimum size of the hole
@export var hole_minimum_size: float = 0.15
## The maximum size of the hole
@export var hole_maximum_size: float = 0.2
@export_flags_3d_render var decal_mask := 1
@export_flags_3d_render var decal_layer := 1
var pool := NodePool.new()
func _ready():
pool.pool_limit = instance_limit
pool.spawn_root = get_tree().root.get_node("multiplayer-fps/Map/StaticBody3D")
var decal_node: Decal = Decal.new()
decal_node.cull_mask = decal_mask
decal_node.layers = decal_layer
pool.target_node = decal_node
## Creates a bullethole decal, applies the texture and rotation/position calculations and removes the bullethole after the pool is full
func action(result: Dictionary) -> void:
var decal_node: Decal = pool.next()
create_bullethole.call_deferred(decal_node, result)
func create_bullethole(decal_node: Decal, result: Dictionary):
decal_node.texture_albedo = material.albedo_texture
decal_node.texture_emission = material.emission_texture
decal_node.texture_normal = material.normal_texture
decal_node.size = Vector3(
randf_range(hole_minimum_size, hole_maximum_size),
0.02,
randf_range(hole_minimum_size, hole_maximum_size)
)
# Extract position and normal from the result dictionary
var collision_point: Vector3 = result.position
var collision_normal: Vector3 = result.normal.normalized()
# Construct a basis where the z-axis aligns with the collision normal
var z_axis = collision_normal
var x_axis = z_axis.cross(Vector3.UP).normalized()
if x_axis.length() == 0:
x_axis = z_axis.cross(Vector3.RIGHT).normalized()
var y_axis = z_axis.cross(x_axis).normalized()
var collision_basis = Basis(x_axis, y_axis, z_axis)
# Rotate the decal 90 degrees around the x-axis
var rotation_basis = Basis().rotated(Vector3(1, 0, 0), deg_to_rad(90))
var transform = Transform3D(rotation_basis, Vector3())
# Combine the collision basis and the rotation
decal_node.global_transform = Transform3D(collision_basis, collision_point) * transform
# Apply random rotation around the normal
var random_rotation = Basis(collision_normal, randf_range(0, 2 * PI))
decal_node.global_transform.basis = random_rotation * decal_node.global_transform.basis