Files
shawn b0c83af092 Fresh start: replace with naxIO/netfox-cs-sample foundation
Complete replacement of the tactical-shooter project with the
netfox-cs-sample (MIT) — a CS 1.6 inspired multiplayer FPS built
with Godot 4 and netfox.

## What's new
- Full CS-style gameplay: teams (T/CT), rounds, economy, buy menu
- 6 weapons: Knife, Glock, USP, AK-47, M4A1, AWP
- Bomb plant/defuse with 2 bombsites
- Flashbang & smoke grenades
- Proper netfox rollback netcode at 64 tick
- Network popup UI for host/join
- HUD, crosshair, round timer, scoreboard
- All netfox singletons registered as autoloads (works in exported builds)

## Architecture
- Listen-server (host from client, no dedicated server binary)
- Multiplayer-fps game lives at examples/multiplayer-fps/
- Netfox addons registered as autoloads for exported build compat
- Godot 4.7 with Forward+ renderer

## Removed
- Old headless-server architecture (client_main, server_main, player.gd, etc.)
- Custom netfox bootstrap with ENet fallback
- Old ChaffGames FPS template (2,420 lines, 844 KB)
- SimulationServer GDExtension stub
- Godot-jolt physics (netfox sample uses default Godot physics)
- Duplicate weapon_data.gd, anti_cheat.gd, round_manager.gd, etc.
- Server browser API Python venv (87 MB)
- test_range map and modular assets

## Preserved
- Git history
- Server config at config/default_server_config.cfg
- Windows export preset
- Build directory (gitignored)

Co-authored-by: naxIO <naxIO@users.noreply.github.com>
2026-07-02 20:55:20 -04:00

50 lines
989 B
GDScript

@tool
extends ArrayMesh
class_name AuraSphereMesh
@export var segments: int = 64:
set(v):
segments = v
regenerate()
@export var rings: int = 32:
set(v):
rings = v
regenerate()
@export var radius: float = 1.0:
set(v):
radius = v
regenerate()
@export var material: Material:
set(v):
material = v
surface_set_material(0, material)
func _init():
regenerate()
func regenerate():
clear_surfaces()
var sphere = SphereMesh.new()
sphere.radial_segments = segments
sphere.rings = rings
sphere.radius = radius
sphere.height = 2 * radius
sphere.is_hemisphere = false
var arrays = sphere.get_mesh_arrays()
var positions: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
var uvs: PackedVector2Array = arrays[Mesh.ARRAY_TEX_UV]
for i in range(uvs.size()):
var uv = positions[i]
uv = Vector2(uv.x, uv.y) / radius
uv = (Vector2.ONE + uv) / 2.0
uvs.set(i, uv)
add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
surface_set_material(0, material)