Commit Graph

4 Commits

Author SHA1 Message Date
shawn a69c60ce85 Fix Windows build: use entry.tscn as main scene, add fallback input handling
- 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
2026-07-02 18:17:05 -04:00
shawn 926446e5cf P7.8: Port FPS controller to netfox BaseNetInput pattern
- FPSCharacterController: removed SimulationServer dependency, added
  _rollback_tick() with acceleration-based CharacterBody3D movement,
  gravity, jump, crouch/sprint speed. Kept mouse look, crouch lerp,
  sprint/crouch toggle, _move_local() standalone fallback.
- Player: extends FPSCharacterController (CharacterBody3D). Added
  authority-guarded _rollback_tick that delegates to super for server
  and local client prediction. TickInterpolator created dynamically
  (avoids headless class_name parse errors). PlayerNetInput child
  wired via existing RollbackSynchronizer input_properties.
- player.tscn: CharacterBody3D root with FpsCamera, CollisionShape3D,
  PlayerNetInput children. TickInterpolator created in code.
- client_main.gd: _spawn_local_player() creates FPS player node with
  first-person camera for own peer. _spawn_remote_player() removes
  FpsCamera for remote players.
- fps_camera.gd: duck-typed _controller (Node) instead of class_name
  cast for headless safety. Fixed type inference warnings.

Also includes parent task P7.5-P7.7 changes:
- project.godot: main_scene -> server_main.tscn
- network_manager.gd: Chan enum -> raw channel ints
- server_main.gd: deferred ServerConfig load, GameServer load()
- game_server.gd: commented out dev deps for headless compilation
2026-07-02 17:45:03 -04:00
shawn e2dc429caa t_p7.4_port: fix player.gd extends + FPSCharacterController deps
- 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.
2026-07-02 17:39:19 -04:00
shawn e9dc05983c 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
2026-07-01 18:30:44 -04:00