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>
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# StateSynchronizer NPC example
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This example demonstrates the usage of StateSynchronizer. All the NPCs are
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simulated on the server, in the tick loop ( as opposed to the rollback loop ).
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Each NPC wanders around, taking a periodical break to look around.
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[gd_scene load_steps=7 format=3 uid="uid://ru7kvgw7wjew"]
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[ext_resource type="Script" path="res://addons/netfox/state-synchronizer.gd" id="1_dmbj5"]
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[ext_resource type="Script" path="res://examples/state-synchronizer-npc/scripts/wanderer.gd" id="1_pvikn"]
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[ext_resource type="Script" path="res://addons/netfox/tick-interpolator.gd" id="3_nyirf"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_0ixcg"]
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[sub_resource type="CapsuleMesh" id="CapsuleMesh_b1vv8"]
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[sub_resource type="SphereMesh" id="SphereMesh_lew78"]
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radius = 0.25
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height = 0.5
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[node name="Wanderer" type="CharacterBody3D"]
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script = ExtResource("1_pvikn")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("CapsuleShape3D_0ixcg")
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[node name="Body" type="MeshInstance3D" parent="."]
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mesh = SubResource("CapsuleMesh_b1vv8")
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[node name="Nose" type="MeshInstance3D" parent="Body"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0.5)
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mesh = SubResource("SphereMesh_lew78")
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[node name="StateSynchronizer" type="Node" parent="." node_paths=PackedStringArray("root")]
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script = ExtResource("1_dmbj5")
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root = NodePath("..")
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properties = Array[String]([":position", ":quaternion"])
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[node name="TickInterpolator" type="Node" parent="." node_paths=PackedStringArray("root")]
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script = ExtResource("3_nyirf")
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root = NodePath("..")
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properties = Array[String]([":transform"])
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extends CharacterBody3D
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@export var move_speed: float = 4.0
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@export var acceleration_time: float = 0.15
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@export var rest_time_min: float = 0.5
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@export var rest_time_max: float = 2.0
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@export var wander_dst_min: float = 2.0
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@export var wander_dst_max: float = 4.0
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@export var arrival_range: float = 1.0
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@export var wander_bounds: Rect2
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var _wander_target: Vector3
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var _wander_timer: float
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func _ready():
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NetworkTime.on_tick.connect(_tick)
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_reset_wander()
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func _tick(dt: float, _t) -> void:
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if not is_multiplayer_authority():
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return
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var diff := _wander_target - position
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var dst := diff.length()
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var dir := diff.normalized()
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var target_velocity := velocity
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if dst < arrival_range:
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# We're at the target position, wait until rest time is up
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target_velocity = Vector3.ZERO
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_wander_timer -= dt
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if _wander_timer <= 0:
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_reset_wander()
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else:
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# We have places to be, go
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target_velocity = dir * move_speed
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velocity = velocity.move_toward(target_velocity, move_speed / acceleration_time * dt)
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if not velocity.is_zero_approx():
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# Look in the direction we're going
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look_at(position + velocity, Vector3.UP, true)
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velocity *= NetworkTime.physics_factor
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move_and_slide()
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velocity /= NetworkTime.physics_factor
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func _reset_wander() -> void:
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_wander_target = _generate_target()
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_wander_timer = randf_range(rest_time_min, rest_time_max)
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func _generate_target() -> Vector3:
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for __ in range(16):
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var angle := randf() * TAU
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var distance := randf_range(wander_dst_min, wander_dst_max)
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var target := position + distance * Vector3(cos(angle), 0, sin(angle))
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if wander_bounds.has_point(Vector2(target.x, target.z)):
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return target
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return position
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uid://bsg7hdehjm7de
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[gd_scene load_steps=7 format=3 uid="uid://cl3qmgo4c2nfh"]
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[ext_resource type="PackedScene" uid="uid://cngy6hs8ohodj" path="res://examples/shared/scenes/map-square.tscn" id="1_mm3em"]
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[ext_resource type="PackedScene" uid="uid://cncdbq72u50j3" path="res://examples/shared/scenes/environment.tscn" id="2_ykbn6"]
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[ext_resource type="PackedScene" uid="uid://badtpsxn5lago" path="res://examples/shared/ui/network-popup.tscn" id="3_mhiy8"]
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[ext_resource type="Script" path="res://examples/shared/scripts/simple-time-display.gd" id="4_4w44e"]
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[ext_resource type="PackedScene" uid="uid://ru7kvgw7wjew" path="res://examples/state-synchronizer-npc/scenes/wanderer.tscn" id="4_47wiq"]
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[sub_resource type="GDScript" id="GDScript_hpcpy"]
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script/source = "extends Label
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func _process(_dt):
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if multiplayer.is_server():
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text = \"Server\"
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else:
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text = \"Client\"
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"
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[node name="state-synchronizer-npc" type="Node3D"]
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[node name="Square Map" parent="." instance=ExtResource("1_mm3em")]
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[node name="Environment" parent="." instance=ExtResource("2_ykbn6")]
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[node name="UI" type="Control" parent="."]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="Network Popup" parent="UI" instance=ExtResource("3_mhiy8")]
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layout_mode = 1
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offset_left = -180.0
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offset_top = -120.0
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offset_right = 180.0
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offset_bottom = 120.0
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[node name="VBoxContainer" type="VBoxContainer" parent="UI"]
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layout_mode = 0
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offset_right = 40.0
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offset_bottom = 40.0
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[node name="Time Display" type="Label" parent="UI/VBoxContainer"]
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layout_mode = 2
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script = ExtResource("4_4w44e")
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[node name="Label" type="Label" parent="UI/VBoxContainer"]
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layout_mode = 2
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script = SubResource("GDScript_hpcpy")
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[node name="NPCs" type="Node" parent="."]
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[node name="Wanderer" parent="NPCs" instance=ExtResource("4_47wiq")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.57406, 0.999999, -6.52385)
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wander_bounds = Rect2(-7.5, -7.5, 15, 15)
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[node name="Wanderer2" parent="NPCs" instance=ExtResource("4_47wiq")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6.42594, 0.999999, -6.52385)
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acceleration_time = 0.35
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rest_time_min = 2.0
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rest_time_max = 4.0
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wander_dst_min = 4.0
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wander_dst_max = 8.0
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wander_bounds = Rect2(-7.5, -7.5, 15, 15)
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[node name="Wanderer3" parent="NPCs" instance=ExtResource("4_47wiq")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.57406, 0.999999, 6.47615)
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move_speed = 4.5
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acceleration_time = 0.05
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rest_time_max = 1.0
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wander_dst_min = 3.0
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wander_dst_max = 6.0
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wander_bounds = Rect2(-7.5, -7.5, 15, 15)
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[node name="Wanderer4" parent="NPCs" instance=ExtResource("4_47wiq")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6.42594, 0.999999, 6.47615)
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acceleration_time = 0.2
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rest_time_min = 2.0
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rest_time_max = 3.0
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wander_bounds = Rect2(-7.5, -7.5, 15, 15)
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