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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import sys
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# Explicitly use the ``"locale"`` encoding in versions that support it,
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# otherwise just rely on the implicit handling of ``encoding=None``.
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# Since all platforms that support ``EncodingWarning`` also support
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# ``encoding="locale"``, this can be used to suppress the warning.
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# However, please try to use UTF-8 when possible
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# (.pth files are the notorious exception: python/cpython#77102, pypa/setuptools#3937).
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LOCALE_ENCODING = "locale" if sys.version_info >= (3, 10) else None
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