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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@@ -20,11 +20,21 @@ config/features=PackedStringArray("4.7", "Forward Plus")
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NetworkManager="*res://scripts/network/network_manager.gd"
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ServerConfig="*res://scripts/config/server_config.gd"
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PluginManager="*res://server/scripts/plugin_api/plugin_manager.gd"
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RoundManager="*res://server/scripts/round_manager.gd"
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NetfoxBootstrap="*res://scripts/network/netfox_bootstrap.gd"
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[physics]
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common/physics_ticks_per_second=128
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common/enable_pause_aware_picking=true
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3d/physics_engine="Jolt3D"
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[plugins]
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netfox="CUSTOM"
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netfox.extras="CUSTOM"
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netfox.noray="CUSTOM"
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godot-jolt="CUSTOM"
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[rendering]
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