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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@tool
extends BaseNetInput
var movement: Vector3
var is_jumping: bool
func _get_rollback_input_properties() -> Array:
return [
"movement",
"is_jumping"
]
func _gather():
movement = Vector3(
Input.get_axis("move_west", "move_east"),
0.0,
Input.get_axis("move_north", "move_south")
)
is_jumping = Input.is_action_pressed("move_jump")
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@tool
extends CharacterBody3D
@export var speed := 4.0
@export var jump_velocity := 8.0
@export var input: Node
@export var body_mesh: MeshInstance3D
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting(&"physics/3d/default_gravity")
func is_local() -> bool:
return input.is_multiplayer_authority()
func get_local() -> ExampleVisibilityFiltering.Player:
return get_tree().get_first_node_in_group("Local Player")
func can_see(target: Node3D) -> bool:
var space := get_world_3d().direct_space_state
var query := PhysicsRayQueryParameters3D.new()
query.collide_with_areas = false
query.collide_with_bodies = true
query.collision_mask = 2 # Only collide with level geometry
query.from = global_position
query.to = target.global_position
return space.intersect_ray(query).is_empty()
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 not input: input = $Input
if not body_mesh: body_mesh = $"Body Mesh"
# Set spawn position
position = Vector3(0, 4, 0)
# Assign a random color
var player_id := input.get_multiplayer_authority()
var color := Color.from_hsv((hash(player_id) % 256) / 256.0, 1.0, 1.0)
var material := body_mesh.get_active_material(0) as StandardMaterial3D
material = material.duplicate()
material.albedo_color = color
body_mesh.set_surface_override_material(0, material)
# Save local player
if is_local():
add_to_group("Local Player")
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)
# Jump
if input.is_jumping and is_on_floor():
velocity.y = jump_velocity
# 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 _physics_process(dt: float):
if Engine.is_editor_hint(): return
# Determine visibility
var is_visible := true
if not is_local():
is_visible = get_local().can_see(self)
# Quick hack to smoothly fade
body_mesh.transparency = lerpf(body_mesh.transparency, 0.0 if is_visible else 0.5, dt / 0.15)
func _force_update_is_on_floor():
var old_velocity = velocity
velocity = Vector3.ZERO
move_and_slide()
velocity = old_velocity
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extends Node3D
func _ready() -> void:
NetworkRollback.on_process_tick.connect(_rollback_tick)
func _rollback_tick(_t: int) -> void:
var player_nodes := {}
var player_synchronizers := {}
# NOTE: Input broadcast must be turned off for this to work
for player in get_tree().get_nodes_in_group("Players"):
var rbs := player.get_node("RollbackSynchronizer")
var peer := player.get_node("Input").get_multiplayer_authority()
player_nodes[peer] = player
player_synchronizers[peer] = rbs
for peer in player_synchronizers:
var node := player_nodes[peer] as ExampleVisibilityFiltering.Player
var rbs := player_synchronizers[peer] as RollbackSynchronizer
# We don't own state
if not rbs.is_multiplayer_authority(): continue
# Only transmit data to players who can see us
for other_peer in player_synchronizers:
if other_peer == peer: continue
var other_node := player_nodes[other_peer] as ExampleVisibilityFiltering.Player
var can_see := node.can_see(other_node)
rbs.visibility_filter.set_visibility_for(other_peer, can_see)
rbs.visibility_filter.update_visibility()
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