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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@@ -1,15 +1,37 @@
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[gd_scene format=3 uid="uid://player"]
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[ext_resource type="Script" path="res://scripts/network/player.gd" id="1_player"]
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[ext_resource type="Script" path="res://client/characters/character/fps_camera.gd" id="2_fps_camera"]
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[ext_resource type="Script" path="res://scripts/network/player_net_input.gd" id="3_player_net_input"]
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[sub_resource type="BoxMesh" id="1"]
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size = Vector3(1, 1, 1)
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[sub_resource type="CapsuleShape3D" id="1"]
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radius = 0.4
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height = 1.8
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[node name="Player" type="Node3D"]
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[sub_resource type="BoxMesh" id="2"]
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size = Vector3(0.8, 0.8, 0.8)
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[node name="Player" type="CharacterBody3D"]
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script = ExtResource("1_player")
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movement_speed = 5.0
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sync_rate = 10.0
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local_walk_speed = 5.0
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local_sprint_speed = 8.0
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local_crouch_speed = 2.5
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local_jump_velocity = 4.5
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local_gravity = 15.0
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local_acceleration = 12.0
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[node name="FpsCamera" type="Camera3D" parent="."]
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script = ExtResource("2_fps_camera")
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current = false
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.9, 0)
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shape = SubResource("1")
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[node name="PlayerNetInput" type="Node" parent="."]
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script = ExtResource("3_player_net_input")
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[node name="Mesh" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
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mesh = SubResource(1)
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mesh = SubResource("2")
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@@ -0,0 +1,29 @@
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[gd_scene format=3 uid="uid://server_player"]
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; Headless dedicated server player scene.
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; No camera, no tick interpolator — server only needs physics representation.
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[ext_resource type="Script" path="res://scripts/network/player.gd" id="1_player"]
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[ext_resource type="Script" path="res://scripts/network/player_net_input.gd" id="2_player_net_input"]
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[sub_resource type="CapsuleShape3D" id="1"]
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radius = 0.4
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height = 1.8
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[sub_resource type="BoxMesh" id="2"]
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size = Vector3(0.8, 0.8, 0.8)
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[node name="Player" type="CharacterBody3D"]
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script = ExtResource("1_player")
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movement_speed = 5.0
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.9, 0)
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shape = SubResource("1")
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[node name="PlayerNetInput" type="Node" parent="."]
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script = ExtResource("2_player_net_input")
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[node name="Mesh" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
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mesh = SubResource("2")
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