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