Save workspace artifacts: character-controller, gdextension scaffold, network scripts, map-pipeline, server config

Includes code from task workspaces that was never pushed:
- client/characters/ — fps_character_controller.gd (400 lines), fps_camera.gd, input_handler.gd
- gdextension/simulation/ — C++ GDExtension scaffold: entity, movement, hit detection, simulation server, state serializer, bitstream (14 files)
- scripts/network/ — ENet-based network_manager.gd, server/client_main.gd, player.gd
- scripts/map_packaging/ — PCK pipeline: pack_map.gd, map_downloader.gd, map_registry_server.py, README
- scripts/config/ — server_config.gd (480 lines)
- scenes/ — client_main, server_main, player, test_range
- project.godot, export_presets.cfg
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# FPS Character Controller — Tactical Shooter
First-person character controller for the tactical shooter GDExtension simulation core.
## Architecture
The character controller is a **GDScript bridge** between Godot's input/physics system and the C++ `SimulationServer` (built in task `t_aca0f251`).
```
Godot Input
├─► FPSCharacterController._physics_process()
│ ├─ capture input (WASD, mouse, jump, sprint, crouch, shoot)
│ ├─ build EntityInput Dictionary
│ ├─ SimulationServer.apply_input(entity_id, input_dict)
│ ├─ SimulationServer.fire_weapon(entity_id) [if shoot]
│ ├─ read entity position from server → apply to CharacterBody3D
│ └─ apply mouse look (yaw on body, pitch on camera)
├─► FpsCamera._process()
│ ├─ view bobbing (head bob from movement)
│ ├─ weapon sway
│ └─ sprint FOV kick
└─► SimulationServer (C++ GDExtension)
├─ process_tick() @ 128Hz
├─ MovementComponent.update()
├─ HitDetection.process_shot()
└─→ returns serialized snapshot
```
## Files
| File | Purpose |
|------|---------|
| `character/fps_character_controller.gd` | Main controller (CharacterBody3D). Input capture, simulation bridge, walk toggle, crouch, jump. |
| `character/fps_camera.gd` | First-person camera (Camera3D). Mouse look pitch, view bobbing, weapon sway, FOV kick. |
| `input/input_handler.gd` | Documentation of expected input map bindings. |
## Scene Setup
1. **Create a CharacterBody3D scene:**
```
FPSCharacterController (CharacterBody3D) — script: fps_character_controller.gd
├── FpsCamera (Camera3D) — script: fps_camera.gd
├── CollisionShape3D (CapsuleShape3D) — radius: 0.4, height: 1.8
└── Weapon (Node3D, optional) — child of camera, rest transform tracked
```
2. **Configure exports** on the root node:
- `mouse_sensitivity`: 0.10.2 for typical tactical feel
- `walk_toggle`: `true` = tap Shift to toggle sprint (CS-style)
- `crouch_toggle`: `false` = hold Ctrl to crouch (tactical-style)
- `eye_height_stand` / `eye_height_crouch`: match your capsule height
3. **Set up Input Map** in Project Settings:
- `move_forward` → W
- `move_backward` → S
- `move_left` → A
- `move_right` → D
- `jump` → Space
- `sprint` → Shift
- `crouch` → Ctrl
- `shoot` → Mouse LMB
- `aim` → Mouse RMB
- `ui_cancel` → Esc (built-in, releases mouse capture)
4. **Integration with SimulationServer:**
```gdscript
# In your game manager (autoload or scene root):
var server = SimulationServer.new()
server.set_tick_rate(128)
server.start()
var player_id = server.spawn_entity(Vector3(0, 0, 0))
# When player scene is ready:
$Player/FPSCharacterController.set_entity_id(player_id)
# In _process(delta):
while server.can_tick(delta):
var snapshot = server.tick()
# send snapshot to network layer
```
## Walk Toggle Behavior
- **`walk_toggle = true`** (default): Press Shift to toggle between walk and sprint. Press again to toggle off. Same feel as Counter-Strike's walk/run toggle.
- **`walk_toggle = false`**: Hold Shift for temporary sprint. Release to decelerate to walk speed.
## Crouch Behavior
- **`crouch_toggle = false`** (default): Hold Ctrl to crouch. Release to stand up.
- **`crouch_toggle = true`**: Press Ctrl once to crouch, press again to stand.
Crouch transitions are smooth lerps over `crouch_transition_time` seconds. The collision capsule height and camera eye height both lerp simultaneously.
## Standalone Mode
When no `SimulationServer` singleton is available, the controller falls back to built-in `CharacterBody3D` movement (`_move_local()`). This is useful for:
- Testing the character controller in isolation
- Prototyping without the GDExtension compiled
- Single-player scenarios without the full simulation stack
Configure `local_walk_speed`, `local_sprint_speed`, `local_crouch_speed`, etc. for standalone tuning.
## Dependencies
- **Godot 4.2+** (for `Input.get_vector`, `move_toward`, `StringName` literals)
- **SimulationServer GDExtension** (from task `t_aca0f251`) for server-authoritative mode
- Input map actions listed above
## See Also
- Scaffold: `t_aca0f251` — `src/movement_component.h` (C++ Quake/CS movement physics)
- Greybox map: `t_p1_greybox` — test environment for this controller
- Hitscan weapon: `t_p1_hitscan` — weapon firing + lag compensation
- Client prediction: `t_p1_pred` — client-side prediction + server reconciliation
- Round system: `t_p1_round` — win/loss/sudden death on top of character controller