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
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# Rollback NPC example
A demo game, demonstrating how to implement server-controlled NPCs that
participate in rollback.
With `RollbackSynchronizer` supporting no input, NPCs ( and other nodes without
input ) can be built the same way as e.g. player nodes.
To edit and/or run, open the Godot project in the repository root, and open the
scene in this directory.
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[gd_scene load_steps=7 format=3 uid="uid://cg0vfsftxxwv0"]
[ext_resource type="PackedScene" uid="uid://cngy6hs8ohodj" path="res://examples/shared/scenes/map-square.tscn" id="1_os5l0"]
[ext_resource type="PackedScene" uid="uid://cncdbq72u50j3" path="res://examples/shared/scenes/environment.tscn" id="2_and7e"]
[ext_resource type="Script" path="res://examples/shared/scripts/player-spawner.gd" id="3_1ga2x"]
[ext_resource type="PackedScene" uid="uid://badtpsxn5lago" path="res://examples/shared/ui/network-popup.tscn" id="3_1tn81"]
[ext_resource type="PackedScene" uid="uid://bl30av5bcvd4d" path="res://examples/rollback-npc/scenes/player.tscn" id="4_pr3ur"]
[ext_resource type="PackedScene" uid="uid://n5t5ahafwaln" path="res://examples/rollback-npc/scenes/npc.tscn" id="6_3tc5x"]
[node name="rollback-npc" type="Node3D"]
[node name="Square Map" parent="." instance=ExtResource("1_os5l0")]
[node name="Environment" parent="." instance=ExtResource("2_and7e")]
[node name="Player Spawner" type="Node" parent="." node_paths=PackedStringArray("spawn_root")]
script = ExtResource("3_1ga2x")
player_scene = ExtResource("4_pr3ur")
spawn_root = NodePath(".")
[node name="UI" 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="Network Popup" parent="UI" instance=ExtResource("3_1tn81")]
layout_mode = 1
offset_left = -180.0
offset_top = -120.0
offset_right = 180.0
offset_bottom = 120.0
[node name="NPC" parent="." instance=ExtResource("6_3tc5x")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6, 1, -6)
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[gd_scene load_steps=7 format=3 uid="uid://n5t5ahafwaln"]
[ext_resource type="Script" path="res://examples/rollback-npc/scripts/npc.gd" id="1_6wds5"]
[ext_resource type="Script" path="res://addons/netfox/rollback/rollback-synchronizer.gd" id="2_a8m5g"]
[ext_resource type="Script" path="res://addons/netfox/tick-interpolator.gd" id="3_ql8cj"]
[sub_resource type="SphereMesh" id="SphereMesh_3ov8j"]
[sub_resource type="CylinderMesh" id="CylinderMesh_tsqs5"]
top_radius = 0.0
height = 0.5
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_2yxbx"]
height = 1.5
[node name="NPC" type="CharacterBody3D"]
collision_layer = 2
collision_mask = 3
script = ExtResource("1_6wds5")
[node name="Mesh" type="Node3D" parent="."]
[node name="Body" type="MeshInstance3D" parent="Mesh"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.25, 0)
mesh = SubResource("SphereMesh_3ov8j")
skeleton = NodePath("../..")
[node name="Hat" type="MeshInstance3D" parent="Mesh"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
mesh = SubResource("CylinderMesh_tsqs5")
skeleton = NodePath("../..")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape3D_2yxbx")
[node name="RollbackSynchronizer" type="Node" parent="." node_paths=PackedStringArray("root")]
script = ExtResource("2_a8m5g")
root = NodePath("..")
enable_prediction = true
state_properties = Array[String]([":position", ":velocity"])
[node name="TickInterpolator" type="Node" parent="." node_paths=PackedStringArray("root")]
script = ExtResource("3_ql8cj")
root = NodePath("..")
properties = Array[String]([":position"])
[node name="Label3D" type="Label3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
billboard = 1
text = "NPC"
font_size = 96
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[gd_scene load_steps=8 format=3 uid="uid://bl30av5bcvd4d"]
[ext_resource type="Script" path="res://examples/rollback-npc/scripts/player.gd" id="1_d0kje"]
[ext_resource type="Script" path="res://examples/rollback-npc/scripts/player-input.gd" id="2_us2sq"]
[ext_resource type="Script" path="res://addons/netfox/rollback/rollback-synchronizer.gd" id="3_bf3yl"]
[ext_resource type="Script" path="res://addons/netfox/tick-interpolator.gd" id="4_4lenk"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_bmc6p"]
[sub_resource type="CapsuleMesh" id="CapsuleMesh_t0alo"]
material = SubResource("StandardMaterial3D_bmc6p")
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1dm6n"]
[node name="Player" type="CharacterBody3D" groups=["Players"]]
collision_mask = 3
script = ExtResource("1_d0kje")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("CapsuleMesh_t0alo")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape3D_1dm6n")
[node name="Input" type="Node" parent="."]
script = ExtResource("2_us2sq")
[node name="RollbackSynchronizer" type="Node" parent="." node_paths=PackedStringArray("root")]
script = ExtResource("3_bf3yl")
root = NodePath("..")
state_properties = Array[String]([":transform", ":velocity"])
input_properties = Array[String](["Input:movement"])
[node name="TickInterpolator" type="Node" parent="." node_paths=PackedStringArray("root")]
script = ExtResource("4_4lenk")
root = NodePath("..")
properties = Array[String]([":transform"])
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@tool
extends CharacterBody3D
@export var speed: float = 2.0
@export var sensor_radius: float = 4.0
@export var min_radius: float = 1.5
@onready var label := $Label3D as Label3D
@onready var rbs := $RollbackSynchronizer as RollbackSynchronizer
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting(&"physics/3d/default_gravity")
func _get_rollback_state_properties() -> Array:
return [
"position",
"velocity"
]
func _get_interpolated_properties() -> Array:
return [
"position"
]
func _rollback_tick(dt, _tick, _is_fresh: bool):
label.text = "pre" if rbs.is_predicting() else "sim"
# Add gravity
_force_update_is_on_floor()
if not is_on_floor():
velocity.y -= gravity * dt
var target_motion := Vector3.ZERO
var nearby_player := _find_nearby_player()
if nearby_player:
target_motion = nearby_player.global_position - global_position
target_motion.y = 0.
target_motion = target_motion.normalized() * speed
velocity.x = move_toward(velocity.x, target_motion.x, speed / 0.35 * dt)
velocity.z = move_toward(velocity.z, target_motion.z, speed / 0.35 * dt)
# move_and_slide assumes physics delta
# multiplying velocity by NetworkTime.physics_factor compensates for it
velocity *= NetworkTime.physics_factor
move_and_slide()
velocity /= NetworkTime.physics_factor
func _find_nearby_player() -> Node3D:
var players := get_tree().get_nodes_in_group(&"Players")
if players.is_empty():
return null
var sensor_radius_squared := pow(sensor_radius, 2.0)
var min_radius_squared := pow(min_radius, 2.0)
var closest_player: Node3D = null
var closest_distance := INF
for player in players:
var distance := global_position.distance_squared_to(player.global_position)
if distance >= sensor_radius_squared or distance <= min_radius_squared:
continue
if distance < closest_distance:
closest_distance = distance
closest_player = player
return closest_player
func _force_update_is_on_floor():
var old_velocity = velocity
velocity = Vector3.ZERO
move_and_slide()
velocity = old_velocity
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uid://7ru5vkblxide
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@tool
extends BaseNetInput
var movement: Vector3
func _get_rollback_input_properties() -> Array:
return [
"movement"
]
func _gather():
movement = Vector3(
Input.get_axis("move_west", "move_east"),
0.0,
Input.get_axis("move_north", "move_south")
)
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uid://brtfiqnk5alw6
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@tool
extends CharacterBody3D
@export var speed = 5.0
@export var input: Node
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting(&"physics/3d/default_gravity")
func _get_rollback_state_properties() -> Array:
return [
"transform",
"velocity"
]
func _get_interpolated_properties() -> Array:
return [
"transform"
]
func _ready():
if Engine.is_editor_hint(): return
if input == null:
input = $Input
position = Vector3(0, 4, 0)
# Assign a random color
var player_id := input.get_multiplayer_authority()
var mesh := $MeshInstance3D as MeshInstance3D
var color := Color.from_hsv((hash(player_id) % 256) / 256.0, 1.0, 1.0)
var material := mesh.get_active_material(0) as StandardMaterial3D
material = material.duplicate()
material.albedo_color = color
mesh.set_surface_override_material(0, material)
func _rollback_tick(dt, _tick, _is_fresh: bool):
# Add gravity
_force_update_is_on_floor()
if not is_on_floor():
velocity.y -= gravity * dt
var input_dir = input.movement
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.z)).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 assumes physics delta
# multiplying velocity by NetworkTime.physics_factor compensates for it
velocity *= NetworkTime.physics_factor
move_and_slide()
velocity /= NetworkTime.physics_factor
func _force_update_is_on_floor():
var old_velocity = velocity
velocity = Vector3.ZERO
move_and_slide()
velocity = old_velocity
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uid://cn33wgc64tn4k