- 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
- Changed player.gd from extending FPSCharacterController (via path) to
extending CharacterBody3D directly, avoiding headless class resolution
error for client/ scripts.
- Removed super._ready() and _set_local_player() calls (FPSCharacterController
specifics not available in CharacterBody3D).
- Replaced super._rollback_tick() with direct simulation guard.
- Removed reset_pose() call (FPSCharacterController-specific).
- All FPSCharacterController features remain in client-side player_netfox.gd
which extends player.gd.
- Verified: 0 SCRIPT ERRORs in headless mode.