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)
This commit is contained in:
2026-07-02 17:38:50 -04:00
parent e2dc429caa
commit e7299b17e9
3237 changed files with 523530 additions and 18 deletions
@@ -0,0 +1,36 @@
[gd_scene load_steps=4 format=3]
[sub_resource type="StandardMaterial3D" id="SiteMat"]
albedo_color = Color(1.0, 0.65, 0.0, 0.3)
metallic = 0.0
roughness = 0.5
transparency = 0.7
flags_transparent = true
[sub_resource type="BoxShape3D" id="SiteShape"]
size = Vector3(6.0, 3.0, 6.0)
[node name="BombSite" type="Area3D"]
groups = ["bomb_site"]
; Bomb site — the bomb can be planted within this area.
; Resize the CollisionShape3D to cover the site's playable area.
; Name the node "BombsiteA" or "BombsiteB" for game logic identification.
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("SiteShape")
[node name="Visualizer" type="CSGBox3D" parent="."]
size = Vector3(6.0, 0.04, 6.0)
material = SubResource("SiteMat")
use_collision = false
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.02, 0)
; Semi-transparent orange floor panel to visualise the site in the editor.
; Adjust to match the site's floor area.
[node name="PlaneZone" type="CSGBox3D" parent="BombSite"]
operation = 1
size = Vector3(5.5, 0.5, 5.5)
material = SubResource("SiteMat")
use_collision = false
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
; Invisible CSG subtraction hint — marks the plantable ground area.
@@ -0,0 +1,28 @@
[gd_scene load_steps=4 format=3]
[sub_resource type="StandardMaterial3D" id="ZoneMat"]
albedo_color = Color(0.8, 0.8, 0.2, 0.3)
metallic = 0.0
roughness = 0.5
transparency = 0.7
flags_transparent = true
[sub_resource type="CapsuleShape3D" id="ZoneShape"]
radius = 2.0
height = 4.0
[node name="BuyZone" type="Area3D"]
groups = ["buy_zone"]
; Buy zone — players inside this Area3D can purchase weapons/equipment.
; Resize the CollisionShape3D child to match the room.
; Monitor player bodies with area_entered / area_exited signals.
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("ZoneShape")
[node name="Visualizer" type="CSGBox3D" parent="."]
size = Vector3(4.0, 3.0, 4.0)
material = SubResource("ZoneMat")
use_collision = false
; Semi-transparent yellow box to visualise the zone in the editor.
; Disabled in-game — the game uses the Area3D collision, not this visualiser.
@@ -0,0 +1,18 @@
[gd_scene load_steps=2 format=3]
[sub_resource type="StandardMaterial3D" id="SpawnMat"]
albedo_color = Color(0.2, 0.4, 1.0, 1.0)
metallic = 0.0
roughness = 0.8
[node name="CTSpawn" type="Marker3D"]
groups = ["ct_spawn"]
; CT spawn point — players on Counter-Terrorist team spawn here.
; Place on the floor surface. The +Z arrow indicates spawn forward direction.
; Child Node3Ds can be added for additional spawn positions.
[node name="SpawnPad" type="CSGBox3D" parent="."]
size = Vector3(0.5, 0.03, 0.5)
material = SubResource("SpawnMat")
use_collision = false
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.015, 0)
@@ -0,0 +1,21 @@
[gd_scene load_steps=2 format=3]
[sub_resource type="StandardMaterial3D" id="OriginMat"]
albedo_color = Color(0.5, 0.8, 1.0, 0.5)
metallic = 0.3
roughness = 0.4
transparency = 0.5
flags_transparent = true
[node name="CubemapOrigin" type="Node3D"]
groups = ["cubemap_origin"]
; Cubemap reflection origin — position for ReflectionProbe cubemap capture.
; The ReflectionProbe should be placed here after map lighting is finalised.
; Place at eye height (1.6 units above floor) in the most visually prominent
; area of the map for best reflection results.
[node name="Marker" type="CSGBox3D" parent="."]
material = SubResource("OriginMat")
size = Vector3(0.2, 0.2, 0.2)
use_collision = false
; Small translucent blue cube as visual reference.
@@ -0,0 +1,27 @@
[gd_scene load_steps=4 format=3]
[sub_resource type="StandardMaterial3D" id="BoundMat"]
albedo_color = Color(1.0, 0.0, 0.0, 0.2)
metallic = 0.0
roughness = 1.0
transparency = 0.8
flags_transparent = true
[sub_resource type="BoxShape3D" id="BoundShape"]
size = Vector3(2.0, 4.0, 200.0)
[node name="MapBound" type="Area3D"]
groups = ["map_bounds"]
; Map boundary wall — prevents players from exiting the playable area.
; Copy this prefab for each side of the map, rotating and resizing
; the CollisionShape3D to form a closed perimeter.
; MapBounds detect body_exited and teleport/kill out-of-bounds players.
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("BoundShape")
[node name="Visualizer" type="CSGBox3D" parent="."]
size = Vector3(2.0, 3.8, 200.0)
material = SubResource("BoundMat")
use_collision = false
; Semi-transparent red wall visualiser. Resize to match perimeter.
@@ -0,0 +1,18 @@
[gd_scene load_steps=2 format=3]
[sub_resource type="StandardMaterial3D" id="SpawnMat"]
albedo_color = Color(1.0, 0.3, 0.15, 1.0)
metallic = 0.0
roughness = 0.8
[node name="TSpawn" type="Marker3D"]
groups = ["t_spawn"]
; Terrorist spawn point — players on Terrorist team spawn here.
; Place on the floor surface. The +Z arrow indicates spawn forward direction.
; Child Node3Ds can be added for additional spawn positions.
[node name="SpawnPad" type="CSGBox3D" parent="."]
size = Vector3(0.5, 0.03, 0.5)
material = SubResource("SpawnMat")
use_collision = false
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.015, 0)