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
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# Simple multiplayer example
A simple demo game, using only a `[MultiplayerSynchronizer]` to replicate state across players.
To edit and/or run, open the Godot project in the repository root, and open the
scene in this directory.
Compare it with:
* [Single player example](../single-player)
* [Example with netfox](../multiplayer-netfox)
[MultiplayerSynchronizer]: https://docs.godotengine.org/en/stable/classes/class_multiplayersynchronizer.html
@@ -0,0 +1,26 @@
[gd_scene load_steps=5 format=3 uid="uid://duljyj8cj1vb6"]
[ext_resource type="Script" path="res://examples/multiplayer-simple/scripts/player.gd" id="1_52uoj"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_t2650"]
[sub_resource type="CapsuleMesh" id="CapsuleMesh_vogks"]
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_n7ria"]
properties/0/path = NodePath(".:position")
properties/0/spawn = true
properties/0/sync = true
properties/0/watch = false
[node name="Player" type="CharacterBody3D"]
collision_mask = 2
script = ExtResource("1_52uoj")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape3D_t2650")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("CapsuleMesh_vogks")
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_n7ria")
@@ -0,0 +1,78 @@
[gd_scene load_steps=7 format=3 uid="uid://f41lldd1a1xg"]
[ext_resource type="PackedScene" uid="uid://badtpsxn5lago" path="res://examples/shared/ui/network-popup.tscn" id="1_0btv1"]
[ext_resource type="Script" path="res://examples/multiplayer-simple/scripts/player-spawner.gd" id="1_cru4a"]
[ext_resource type="PackedScene" uid="uid://duljyj8cj1vb6" path="res://examples/multiplayer-simple/characters/player.tscn" id="2_jb473"]
[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
collision_layer = 2
[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)
[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_cru4a")
player_scene = ExtResource("2_jb473")
spawn_root = NodePath("../../Players")
spawn_point = Vector3(0, 1, 0)
[node name="Network Popup" parent="Network" instance=ExtResource("1_0btv1")]
[node name="Players" type="Node" parent="."]
@@ -0,0 +1,35 @@
extends Node
@export var player_scene: PackedScene
@export var spawn_root: Node
@export var spawn_point: Vector3 = Vector3.ZERO
var spawned_for_host: bool = false
func _ready():
multiplayer.peer_connected.connect(_handle_new_peer)
multiplayer.connected_to_server.connect(_handle_connected)
func _handle_new_peer(id: int):
# Spawn an avatar for new player
_spawn(id)
if not spawned_for_host and multiplayer.is_server():
# Spawn own avatar on host machine
# This is a bit cumbersome, as there's no "server started"
# event, only "connected to server" on the client side
_spawn(1)
spawned_for_host = true
func _handle_connected():
# Spawn an avatar for us
_spawn(multiplayer.get_unique_id())
func _spawn(id: int):
var avatar = player_scene.instantiate() as Node3D
avatar.name += " #%d" % id
avatar.position = spawn_point
spawn_root.add_child(avatar)
avatar.set_multiplayer_authority(id)
print("Spawned avatar %s at %s" % [avatar.name, multiplayer.get_unique_id()])
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uid://dsgvf4g1u43ed
@@ -0,0 +1,29 @@
extends CharacterBody3D
@export var speed = 5.0
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting(&"physics/3d/default_gravity")
func _physics_process(delta):
if not is_multiplayer_authority():
# If the player is not ours, do nothing
# The MultiplayerSynchronizer will sync data
return
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).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)
move_and_slide()
@@ -0,0 +1 @@
uid://ducb7il6sbpsp