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 Node
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func _ready():
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print("=== LightmapGI Method Discovery ===")
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# Create a mock LightmapGI to check methods
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# Actually, let's check the class reference
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var methods = ClassDB.class_get_method_list("LightmapGI")
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print("LightmapGI methods:")
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for m in methods:
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print(" ", m)
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print("")
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print("ClassDB method list end.")
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# Also try to actually load and check
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var scene = load("res://assets/scenes/modular/kit_demo.tscn")
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if scene:
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var inst = scene.instantiate()
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get_tree().root.add_child(inst)
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var lgi = null
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for c in inst.get_children():
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if c is LightmapGI:
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lgi = c
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break
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if lgi:
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print("")
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print("Runtime LightmapGI methods:")
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for m in lgi.get_method_list():
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print(" ", m.get("name", m) if m is Dictionary else m)
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get_tree().quit(0)
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