## 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
- Changed run/main_scene to entry.tscn (smart bootstrap detects headless vs display)
- client_main.gd now uses player.tscn instead of old FPS template
- Added mouse look (click-to-capture, escape-to-release) to player.gd fallback path
- Added _gather() call to player.gd fallback _physics_process() so PlayerNetInput
is populated even without NetworkTime singleton (exported builds)
- Re-exported Windows build with same tag v0.1.0-windows
Replaces the overhead box-mesh view with a full FPS character:
- mouse look, WASD movement, jump (Space), crouch (C), sprint (Shift), lean (Q/E)
- 6 weapons (LMB shoot, R reload, scroll switch, F melee, G drop)
- Crosshair HUD, ammo counter, sprint bar
- Client sends position to server at 20Hz for multiplayer visibility
- Server broadcasts positions to all peers
- Remote players shown as boxes (placeholder)
source: https://godotengine.org/asset-library/asset/2652 (MIT license)