shawn
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b0c83af092
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Fresh start: replace with naxIO/netfox-cs-sample foundation
Complete replacement of the tactical-shooter project with the
netfox-cs-sample (MIT) — a CS 1.6 inspired multiplayer FPS built
with Godot 4 and netfox.
## What's new
- Full CS-style gameplay: teams (T/CT), rounds, economy, buy menu
- 6 weapons: Knife, Glock, USP, AK-47, M4A1, AWP
- Bomb plant/defuse with 2 bombsites
- Flashbang & smoke grenades
- Proper netfox rollback netcode at 64 tick
- Network popup UI for host/join
- HUD, crosshair, round timer, scoreboard
- All netfox singletons registered as autoloads (works in exported builds)
## Architecture
- Listen-server (host from client, no dedicated server binary)
- Multiplayer-fps game lives at examples/multiplayer-fps/
- Netfox addons registered as autoloads for exported build compat
- Godot 4.7 with Forward+ renderer
## Removed
- Old headless-server architecture (client_main, server_main, player.gd, etc.)
- Custom netfox bootstrap with ENet fallback
- Old ChaffGames FPS template (2,420 lines, 844 KB)
- SimulationServer GDExtension stub
- Godot-jolt physics (netfox sample uses default Godot physics)
- Duplicate weapon_data.gd, anti_cheat.gd, round_manager.gd, etc.
- Server browser API Python venv (87 MB)
- test_range map and modular assets
## Preserved
- Git history
- Server config at config/default_server_config.cfg
- Windows export preset
- Build directory (gitignored)
Co-authored-by: naxIO <naxIO@users.noreply.github.com>
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2026-07-02 20:55:20 -04:00 |
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shawn
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2582cb1b0d
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Phase 7: Windows export preset fix + code fixes
- Fix: export_presets.cfg — platform='Windows Desktop' (not 'Windows'), Windows as [preset.0]
- Fix: plugin_manager.gd — removed class_name (autoload conflict), fixed multiline % formatting
- Disable GDExtension temporarily for clean export
- Add build/ to .gitignore (binary artifacts)
- Build artifacts: tactical-shooter.exe (109MB Windows PE32+), windows.zip, server binary (78MB)
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2026-07-01 19:47:12 -04:00 |
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shawn
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e9dc05983c
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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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2026-07-01 18:30:44 -04:00 |
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shawn
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2cf57a989f
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t_p4_rcon: RCON admin console — TCP listener + command handler
Implementation:
- server/scripts/rcon_server.gd — TCPServer-based listener, auth state
machine (3-strike penalty), per-frame I/O polling, StreamPeerTCP
per-connection management, IP-based auth timeout
- server/scripts/rcon_command_handler.gd — 14-command dispatch table,
signal-based dispatch for game-affecting commands (changelevel, kick,
ban, say, players, exec), inline handlers for help/echo/status/quit and
cvar operations via optional CvarRegistry singleton (t_p4_config)
- server/data/rcon_password.cfg — default password file (gitignored)
- .gitignore — exclude password file from version control
Protocol: Source-RCON-inspired lightweight TCP, newline-delimited commands,
END-terminated multi-line responses. First message = password auth.
3 failed auth attempts → 5s reconnect penalty.
CvarRegistry integration: auto-detects /root/CvarRegistry singleton on
_ready() and reads rcon_enabled, rcon_port, rcon_password if present.
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2026-07-01 00:31:03 -04:00 |
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shawn
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eb4554f1e7
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Initial commit: project plan, directory structure, docs
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2026-06-30 21:00:48 -04:00 |
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shawn
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4f2b3a66b4
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Initial commit
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2026-07-01 01:00:29 +00:00 |
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