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 RewindableState
@export var character: CharacterBody3D
@export var input: PlayerInputStateMachine
func display_enter(_previous, _t):
character.color = Color.WHITE
func tick(delta, tick, is_fresh):
character.velocity *= NetworkTime.physics_factor
character.move_and_slide()
character.velocity /= NetworkTime.physics_factor
if input.movement != Vector3.ZERO:
state_machine.transition(&"Move")
elif input.jump:
state_machine.transition(&"Jump")
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extends RewindableState
@export var character: CharacterBody3D
@export var input: PlayerInputStateMachine
@export var speed = 5.0
@export var jump_strength = 5.0
# Only enter if the character is on the floor
func can_enter(_previous_state):
return input.jump and character.is_on_floor()
func display_enter(_previous, _t):
character.color = Color.BLUE
func enter(_previous_state, _tick):
character.velocity.y = jump_strength
func tick(delta, tick, is_fresh):
var input_dir = input.movement
var direction = (character.transform.basis * Vector3(input_dir.x, 0, input_dir.z)).normalized()
if direction:
character.velocity.x = direction.x * speed
character.velocity.z = direction.z * speed
else:
character.velocity.x = move_toward(character.velocity.x, 0, speed)
character.velocity.z = move_toward(character.velocity.z, 0, speed)
# move_and_slide assumes physics delta
# multiplying velocity by NetworkTime.physics_factor compensates for it
character.velocity *= NetworkTime.physics_factor
character.move_and_slide()
character.velocity /= NetworkTime.physics_factor
if character.is_on_floor():
state_machine.transition(&"Idle")
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extends RewindableState
@export var character: CharacterBody3D
@export var input: PlayerInputStateMachine
@export var speed = 5.0
func display_enter(_previous, _t):
character.color = Color.RED
func tick(delta, tick, is_fresh):
var input_dir = input.movement
var direction = (character.transform.basis * Vector3(input_dir.x, 0, input_dir.z)).normalized()
if direction:
character.velocity.x = direction.x * speed
character.velocity.z = direction.z * speed
else:
character.velocity.x = move_toward(character.velocity.x, 0, speed)
character.velocity.z = move_toward(character.velocity.z, 0, speed)
# move_and_slide assumes physics delta
# multiplying velocity by NetworkTime.physics_factor compensates for it
character.velocity *= NetworkTime.physics_factor
character.move_and_slide()
character.velocity /= NetworkTime.physics_factor
if input.jump:
state_machine.transition(&"Jump")
elif input_dir == Vector3.ZERO:
state_machine.transition(&"Idle")
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extends Node
class_name PlayerInputStateMachine
var movement: Vector3 = Vector3.ZERO
var jump: bool = false
func _ready():
NetworkTime.before_tick_loop.connect(_gather)
func _gather():
if not is_multiplayer_authority():
return
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var mx = Input.get_axis("ui_left", "ui_right")
var mz = Input.get_axis("ui_up", "ui_down")
movement = Vector3(mx, 0, mz)
jump = Input.is_action_pressed("move_jump")
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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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extends CharacterBody3D
@export var state_machine: RewindableStateMachine
@onready var mesh_instance: MeshInstance3D = $MeshInstance3D
@onready var current_state_label: Label3D = $StateNameLabel3D
var color: Color:
get: return _color
set(v): set_color(v)
var _color: Color = Color.WHITE
var _material: StandardMaterial3D = StandardMaterial3D.new()
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting(&"physics/3d/default_gravity")
func _ready():
# Set spawn position
position = Vector3(0, 4, 0)
# Set starting state
state_machine.state = &"Idle"
state_machine.on_display_state_changed.connect(func(_old_state, _new_state):
current_state_label.text = state_machine.state
)
# Ensure material is unique
mesh_instance.material_override = _material
# Callback during rollback tick
func _rollback_tick(delta: float, tick: int, is_fresh: bool) -> void:
_force_update_is_on_floor()
if not is_on_floor():
velocity.y -= gravity * delta
func _force_update_is_on_floor():
var old_velocity = velocity
velocity = Vector3.ZERO
move_and_slide()
velocity = old_velocity
func set_color(color: Color):
if color == _color:
return
_material.albedo_color = color
_color = color
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