shawn
d02b112d99
Phase 7: test server deployment + Windows export
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- Fix: export_presets.cfg — platform='Windows Desktop' (correct name)
- Fix: server_main.gd — formatting bug on lag-comp string
- Fix: game_server.gd — auto-detect GDExtension, fall back to GDScript stub
- Add: server/scripts/simulation_server_stub.gd — lightweight SimulationServer in GDScript
- Add: docs/playtest-guide.md — connection instructions, control bindings, server commands
- Add: systemd user service — tactical-shooter-server (enabled, running)
- Add: server config at ~/tactical-shooter-server/server_config.cfg
- Build: Windows 109MB PE32+ client (build/tactical-shooter-windows-x86_64/)
- Build: Linux server binary (78MB) — running on oplabs:34197
- Temporarily disabled GDExtension (needs C++ build fix in entity.cpp enum casting)
2026-07-01 20:02:05 -04:00
shawn
2582cb1b0d
Phase 7: Windows export preset fix + code fixes
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- 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)
2026-07-01 19:47:12 -04:00
shawn
9ea98aa7b8
Phase 7: Windows client export, preset fix, code fixes
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- 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
- Fix: Disabled GDExtension temporarily for clean export
- Add: Windows PE32+ x86_64 client binary (109MB) at build/tactical-shooter-windows-x86_64/
- Add: tactical-shooter-windows.zip (portable zip package)
- Build: Linux server binary (78MB) rebuilt
2026-07-01 19:47:12 -04:00
shawn
e385eae0f5
feat: performance budget profiling setup
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- docs/performance-budget.md: 60fps/2GB VRAM budget with CPU, GPU,
memory, and draw-call targets (P95<16.6ms, P99<50ms)
- scripts/profiling/: SceneTree + Node profilers, test scenes
- scripts/generate_occluders.gd: auto-generate OccluderInstance3D
from CSG wall pieces (128^3 voxel occlusion culling)
- scripts/convert_csg_to_mesh.gd: CSG->StaticMesh baker with LOD
slots (LOD1@15m, LOD2@30m)
- project.godot: occlusion culling + LOD settings enabled
- modular scene UV2 data from lightmapping pass
- rcon_command_handler.gd conflict resolved (kept upstream plugin cmd)
- Fixed profiler_node.gd warmup frame bug (60 frames, not 3)
- Fixed convert_csg_to_mesh.gd LOD API (add_lod + distance)
2026-07-01 19:01:03 -04:00
shawn
34507f9043
docs: community mapmaking documentation (7-file SDK guide)
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- docs/mapmaking/00-index.md — SDK overview with workflow diagram
- docs/mapmaking/01-getting-started.md — template setup & first map
- docs/mapmaking/02-building-geometry.md — CSG guide & prefab reference
- docs/mapmaking/03-lighting-and-env.md — LightmapGI baking guide
- docs/mapmaking/04-validation.md — validator CLI & CI/CD usage
- docs/mapmaking/05-packaging-and-shipping.md — .pck pipeline
- docs/mapmaking/06-faq-and-troubleshooting.md — 30+ common issues
- README.md — add mapmaking SDK link to features list
2026-07-01 18:47:06 -04:00
shawn
159c554a86
t_p6_api: build plugin scripting system
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- Add PluginBase (plugin_base.gd) — abstract base class with 12 virtual hooks
- Add PluginManifest (plugin_manifest.gd) — custom Resource for plugin metadata
- Add PluginManager (plugin_manager.gd) — autoload singleton: directory scan,
hook dispatch, lifecycle (load/unload/reload/rescan), cvar integration
- Add hello_world example plugin with all hooks demonstrating usage
- Register PluginManager autoload in project.godot
- Extend rcon_command_handler.gd with 'plugin' subcommand (list/load/unload/
reload/info/rescan) delegating to PluginManager
2026-07-01 18:36:23 -04:00
shawn
ffa72a8f24
t_p5_validator: add 5 Godot 4 map validator scripts
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- validate_map.gd — scene structure validator (CSG combiner root, spawn groups,
bomb sites, buy zones, map bounds, LightmapGI config, lighting setup)
- validate_polycount.gd — CSG triangle budget checker
(<50K faces, <5K per node, <200 CSG nodes)
- validate_textures.gd — texture size ≤1K, mipmaps, UV2 checker
- validate_lights.gd — dynamic lights ≤4, bake mode validator
- bake_lightmaps.gd — LightmapGI config checker
(quality, bounces, texel_scale, interior, denoiser)
All scripts: @tool SceneTree, accept scene path via -- separator,
exit 0=pass / 1=fail / 2=scene-not-found. 443-610 lines each.
2026-07-01 18:35:52 -04:00
shawn
589b90d886
fix: FPS character controller review fixes
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- Camera: Make view bob additive to crouch eye height (was overwriting position.y)
- Camera: Sustain sprint FOV kick while sprinting (was recovering immediately)
- Camera: Remove unused _was_sprinting variable
- Controller: Use just_pressed for jump (was sending every frame while held)
- Controller: Direct input dict assignment instead of merge() to avoid alloc
- Controller: Add clearer comments on server-authoritative readback mode
2026-07-01 18:35:16 -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
shawn
2cf57a989f
t_p4_rcon: RCON admin console — TCP listener + command handler
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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.
2026-07-01 00:31:03 -04:00
shawn
16e062c739
build: baked lighting pass on kit_demo test map
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Restructured kit_demo.tscn from linear demo to enclosed 5.12x5.12 room:
- 2x2 floor tiles, 8 wall segments (including doorway + window)
- Pillar at room center, beam overhead, accent panels
- West/east walls rotated 90° Y for proper enclosure
Lighting infrastructure:
- WorldEnvironment with ambient light
- DirectionalLight3D (sun key light, 45° angle, shadows enabled)
- OmniLight3D (warm interior fill light)
- ReflectionProbe (box projection, room-sized extents)
- LightmapGI (Quality=High, bounces=3, denoiser=true)
- Tool script prints bake status in editor
Scripts:
- bake_lighting.gd: validates LightmapGI config from CLI
- validate_scene.gd: full scene validation (17 checks, all pass)
Note: Godot 4.7 removed LightmapGI.bake() from runtime API.
Baking must be done in the editor: select LightmapGI node > Bake Lightmap.
2026-07-01 00:28:55 -04:00
shawn
aa0b80b570
Phase 4: server-hardening architecture doc
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- Server hosting architecture overview (4-component diagram)
- RCON admin console spec (TCP protocol, commands, auth)
- Server config system spec (cfg format, cvars, loading pipeline)
- Server browser API spec (master server REST API, heartbeat, client UI)
- Anti-cheat basics spec (movement, fire rate, input validation)
- Config loading pipeline, anti-cheat pipeline diagrams
- Full cvar table for Phase 4
Part of Phase 4 orchestration (t_29fcfd24)
2026-07-01 00:19:43 -04:00
shawn
d631ff784a
build: baked lighting pass on kit_demo test map
...
- Restructured kit_demo.tscn from linear demo to enclosed 5.12x5.12 room
with walls, floor tiles, pillar, beam, doorway, window
- Added WorldEnvironment with ProceduralSky for ambient lighting
- Added DirectionalLight3D (sun key light, 45° angle, shadows enabled)
- Added OmniLight3D (warm interior fill light)
- Added ReflectionProbe for interior specular reflections
(box projection, room-sized extents)
- Added LightmapGI with balanced quality settings
(bounces=3, texel_scale=1.0, max_texture_size=2048, denoiser=true)
- Added tool script (kit_demo.gd) that prints bake status in editor
- Added bake_lighting.gd CLI bake script (requires GPU-enabled instance)
- Updated project.godot with reflection atlas and shadow map quality settings
Headless baking note: Godot's standard editor build requires a GPU/display
for LightmapGI.bake(). Open the scene in the Godot editor and click 'Bake
Lightmap' on the LightmapGI node to generate the baked lightmap data.
2026-07-01 00:10:19 -04:00
shawn
001ba3952e
docs: Phase 3 architecture — visuals, lighting, profiling pipeline
2026-06-30 23:35:30 -04:00
shawn
d919401012
Add full project plan
2026-06-30 21:00:57 -04:00
shawn
eb4554f1e7
Initial commit: project plan, directory structure, docs
2026-06-30 21:00:48 -04:00
shawn
4f2b3a66b4
Initial commit
2026-07-01 01:00:29 +00:00