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="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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