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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@@ -51,8 +51,8 @@ extends Camera3D
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# Internal
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# ---------------------------------------------------------------------------
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## Reference to parent controller.
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var _controller: FPSCharacterController = null
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## Reference to parent controller (duck-typed — uses has_method instead of class_name).
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var _controller: Node = null
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## Bob time accumulator.
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var _bob_time: float = 0.0
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@@ -82,9 +82,9 @@ var _base_eye_y: float = 0.0
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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_controller = get_parent() as FPSCharacterController
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if _controller == null:
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push_warning("FpsCamera: Parent is not an FPSCharacterController. View features disabled.")
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_controller = get_parent()
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if _controller == null or not _controller.has_method(&"is_sprinting"):
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push_warning("FpsCamera: Parent has no is_sprinting() — view features disabled.")
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_base_fov = fov
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@@ -172,9 +172,9 @@ func _update_bob(delta: float) -> void:
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func _update_sway(delta: float) -> void:
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# Sway follows mouse movement indirectly via controller yaw/pitch changes
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# Use velocity for physics-based sway: recentre over time
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var vel: Vector3 = _controller.velocity
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var sway_h := clamp(vel.x * 0.003, -sway_max_rotation, sway_max_rotation)
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var sway_v := clamp(vel.z * 0.003, -sway_max_rotation, sway_max_rotation)
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var vel := _controller.velocity as Vector3
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var sway_h: float = clamp(vel.x * 0.003, -sway_max_rotation, sway_max_rotation)
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var sway_v: float = clamp(vel.z * 0.003, -sway_max_rotation, sway_max_rotation)
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# Add a tiny amount from pitch/yaw delta (not mouse, from movement direction change)
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_sway_target = Vector2(
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move_toward(_sway_target.x, sway_h, sway_response * delta),
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