Files
shawn e7299b17e9 Phase 7: netfox + godot-jolt stack upgrade
Stack installed:
- netfox v1.35.3 (core + extras + noray + internals)
- godot-jolt v0.16.0-stable

Architecture:
- Server: ENet transport (works headless, no netfox deps)
- Client/Editor: netfox rollback (RollbackSynchronizer, TickInterpolator)

New/modified:
- docs/migration-netfox-plan.md — migration architecture
- scripts/network/network_manager.gd — netfox-aware ENet fallback
- scripts/network/player.gd — clean base player
- client/characters/player_netfox.gd — rollback player w/ WeaponManager
- client/characters/input/player_net_input.gd — BaseNetInput subclass
- client/characters/character/fps_character_controller.gd — netfox input feed
- client/weapons/ — weapon data, registry, TacticalWeaponHitscan, WeaponManager
- client/scripts/round_replicator.gd — client-side round state bridge
- server/scripts/round_manager.gd — improved state machine
- server/scripts/plugin_api/plugin_manager.gd — refined plugin system
- config: enemy_tag, ally_tag for meatball targeting

Removed: old C++ SimulationServer GDExtension (replaced by netfox rollback)
2026-07-02 17:39:22 -04:00

1.0 KiB

netfox

The core addon of netfox, providing responsive multiplayer features for the Godot Engine.

Features

  • ⏲️ Synchronized time
    • Runs game logic at a fixed, configurable tickrate
    • Time synchronized to game host
  • 🧈 State interpolation
    • Render 24fps tickrate at buttery smooth 60fps or more
    • Add a TickInterpolator node and it just works
  • 💨 Lag compensation with CSP
    • Implement responsive player motion with little to no extra code
    • Just use the RollbackSynchronizer node for state synchronization

Install

See the root README.

Usage

See the docs.

License

netfox is under the MIT license.

Issues

In case of any issues, comments, or questions, please feel free to open an issue!