Phase 7: netfox + godot-jolt stack upgrade
Stack installed: - netfox v1.35.3 (core + extras + noray + internals) - godot-jolt v0.16.0-stable Architecture: - Server: ENet transport (works headless, no netfox deps) - Client/Editor: netfox rollback (RollbackSynchronizer, TickInterpolator) New/modified: - docs/migration-netfox-plan.md — migration architecture - scripts/network/network_manager.gd — netfox-aware ENet fallback - scripts/network/player.gd — clean base player - client/characters/player_netfox.gd — rollback player w/ WeaponManager - client/characters/input/player_net_input.gd — BaseNetInput subclass - client/characters/character/fps_character_controller.gd — netfox input feed - client/weapons/ — weapon data, registry, TacticalWeaponHitscan, WeaponManager - client/scripts/round_replicator.gd — client-side round state bridge - server/scripts/round_manager.gd — improved state machine - server/scripts/plugin_api/plugin_manager.gd — refined plugin system - config: enemy_tag, ally_tag for meatball targeting Removed: old C++ SimulationServer GDExtension (replaced by netfox rollback)
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@tool
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extends EditorPlugin
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var SETTINGS = [
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NetfoxLogger._make_setting("netfox/logging/log_level")
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]
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func _enter_tree():
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for setting in SETTINGS:
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add_setting(setting)
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func _exit_tree():
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if ProjectSettings.get_setting("netfox/general/clear_settings", false):
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for setting in SETTINGS:
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remove_setting(setting)
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func add_setting(setting: Dictionary):
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if ProjectSettings.has_setting(setting.name):
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return
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ProjectSettings.set_setting(setting.name, setting.value)
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ProjectSettings.set_initial_value(setting.name, setting.value)
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ProjectSettings.add_property_info({
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"name": setting.get("name"),
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"type": setting.get("type"),
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"hint": setting.get("hint", PROPERTY_HINT_NONE),
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"hint_string": setting.get("hint_string", "")
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})
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func remove_setting(setting: Dictionary):
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if not ProjectSettings.has_setting(setting.name):
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return
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ProjectSettings.clear(setting.name)
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