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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@tool
class_name Projection3D extends Node3D
## Whatever 2D nodes are added to Projection3D are projected onto a plane
## Width of the projection
@export var projection_size: Vector2 = Vector2(1.0, 0.66)
## Resolution of the projection
@export var resolution_size: Vector2 = Vector2(640, 480)
## Billboard mode (always face the player)
@export var billboard: bool = true
## Render in front of everything else
@export var always_on_top: bool = false
## No lighting or shading
@export var disable_shading: bool = true
## Emitted when the Node is fully constructed
signal on_constructed
var plane_mesh = PlaneMesh.new()
var viewport = SubViewport.new()
var original_children: Array[Node] = []
## Set the size of the projection and resolution
func set_size(new_projection_size: Vector2, new_resolution_size: Vector2):
plane_mesh.size = new_projection_size
viewport.size = new_resolution_size
func _ready():
if Engine.is_editor_hint():
return
var children = get_children()
original_children = children
var mesh = MeshInstance3D.new()
plane_mesh.size = projection_size
plane_mesh.orientation = PlaneMesh.FACE_Z
mesh.gi_mode = GeometryInstance3D.GI_MODE_DISABLED
mesh.cast_shadow = false
mesh.mesh = plane_mesh
add_child(mesh)
var viewport_container = SubViewportContainer.new()
viewport_container.clip_children = CanvasItem.CLIP_CHILDREN_ONLY
viewport_container.mouse_filter = Control.MOUSE_FILTER_IGNORE
viewport.size = resolution_size
# TODO: Figure out why the progressbar is slightly transparent.
# It may not be a material issue but a rendering one (cleared one frame but drawn the next)
viewport.transparent_bg = true
viewport.disable_3d = true
viewport.handle_input_locally = false
viewport_container.add_child(viewport)
add_child(viewport_container)
for child in children:
child.reparent(viewport)
var material = StandardMaterial3D.new()
material.albedo_texture = viewport.get_texture()
material.transparency = BaseMaterial3D.TRANSPARENCY_MAX
if billboard:
material.billboard_mode = BaseMaterial3D.BILLBOARD_FIXED_Y
material.billboard_keep_scale = true
if disable_shading:
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.disable_ambient_light = true
material.no_depth_test = always_on_top
plane_mesh.material = material
on_constructed.emit()