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 CharacterBody3D
func _get_synchronized_state_properties() -> Array[String]:
return ["name"]
@@ -0,0 +1 @@
uid://dclxr4851sia3
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@tool
extends Node
var movement := Vector2.ZERO
var is_jumping := false
# These properties will be picked up by RollbackSynchronizer as input
func _get_rollback_input_properties() -> Array:
return ["movement", "is_jumping"]
# These properties will be picked up by StateSynchronizer as state
# NOTE that node paths are considered relative to this node, not the root!
func _get_rollback_state_properties() -> Array:
return [
["../MeshInstance3D", "transform"]
]
@@ -0,0 +1 @@
uid://x20b1aik3xek
@@ -0,0 +1,18 @@
@tool
extends "res://examples/property-configuration/scripts/base-subject.gd"
var health := 100
var movement := Vector2.ZERO
# These properties will be picked up by StateSynchronizer
func _get_synchronized_state_properties() -> Array:
# Inheritance is also possible this way
return super() + ["health"]
# These properties will be picked up by TickInterpolator
func _get_interpolated_properties() -> Array:
return ["transform"]
# These properties will be picked up by RollbackSyncrhonizer as state
func _get_rollback_state_properties() -> Array:
return ["transform"]
@@ -0,0 +1 @@
uid://dy8c2dv33xf3u
@@ -0,0 +1,44 @@
[gd_scene load_steps=5 format=3 uid="uid://bf3cwd7tq7lf"]
[ext_resource type="Script" path="res://examples/property-configuration/scripts/subject.gd" id="1_wpisv"]
[ext_resource type="Script" path="res://examples/property-configuration/scripts/input.gd" id="2_ay2fd"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_0gr3k"]
[sub_resource type="CapsuleMesh" id="CapsuleMesh_8yfbu"]
[node name="Subject" type="CharacterBody3D"]
script = ExtResource("1_wpisv")
[node name="Input" type="Node" parent="."]
script = ExtResource("2_ay2fd")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape3D_0gr3k")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("CapsuleMesh_8yfbu")
[node name="Control" 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="RichTextLabel" type="RichTextLabel" parent="Control"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
bbcode_enabled = true
text = "[center][b]Property configuration example[/b][/center]
[p]This is a non-playable example. Head back to the editor, and add a [i]TickInterpolator[/i], [i]StateSynchronizer[/i], or [i]RollbackSynchronizer[/i] node.[/p]
[p]Upon adding the nodes, they will automatically pick up the configuration specified in the [i]Subject[/i] and [i]Input[/i] nodes.[/p]
[p]Feel free to experiment with different method implementations! To update, save the scene, and select any of the nodes again to update the inspector UI.[/p]"