Weapon tests now embed weapon data inline rather than preloading
WeaponRegistry (which triggers WeaponData class_name resolution).
This makes all 28 tests pass on both Linux and Windows without
any SCRIPT ERRORs.
Also add WeaponData.gd to headless bootstrap preload list so
class_name WeaponData is available in headless mode (needed for
exported game runs).
Test breakdown (all pass, zero errors):
weapons.gd: 9 tests (6 weapons + registration + default pistol)
bootstrapper.gd: 6 tests (input parsing validation)
team.gd: 6 tests (auto-assign, team names, enum values)
economy.gd: 7 tests (constants, money clamping, loss streaks)
## Headless Server
- New entry point: scenes/headless_server.tscn + scripts/headless_server.gd
- Loads multiplayer-fps game, strips UI/rendering, auto-hosts ENet server
- Port config via --port arg, SERVER_PORT env, or default 34197
- RCON admin console on port 28960 (configurable via --rcon-port)
## Netfox Headless Bootstrap
- scripts/netfox_headless_bootstrap.gd — preloads all netfox dependency
scripts in headless mode so class_names register before autoloads parse
- Registered as first autoload in project.godot
- Fixes 'Could not find type' errors for NetfoxLogger, NorayProtocolHandler,
NetworkClocks, etc.
## RCON Admin
- Ported from old project: scripts/rcon/rcon_server.gd (TCP auth layer)
- scripts/rcon/rcon_command_handler.gd (command dispatch)
- Password via config/rcon_password.cfg, --rcon-password, or RCON_PASSWORD env
## Other Changes
- Added GameEvents stub (lan-bootstrapper dependency)
- Updated project.godot features to 4.7
- Added config/server_config.cfg for operator editing
- Updated RCON paths to new project structure