b0c83af092
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>
59 lines
1.4 KiB
GDScript
59 lines
1.4 KiB
GDScript
@tool
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extends EditorPlugin
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const ROOT = "res://addons/netfox.noray"
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var SETTINGS = [
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NetfoxLogger._make_setting("netfox/logging/netfox_noray_log_level")
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]
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const AUTOLOADS = [
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{
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"name": "Noray",
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"path": ROOT + "/noray.gd"
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},
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{
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"name": "PacketHandshake",
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"path": ROOT + "/packet-handshake.gd"
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}
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]
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func _enter_tree():
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for setting in SETTINGS:
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add_setting(setting)
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for autoload in AUTOLOADS:
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if not has_autoload(autoload.name):
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add_autoload_singleton(autoload.name, autoload.path)
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func _exit_tree():
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if ProjectSettings.get_setting("netfox/general/clear_settings", false):
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for setting in SETTINGS:
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remove_setting(setting)
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for autoload in AUTOLOADS:
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if has_autoload(autoload.name):
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remove_autoload_singleton(autoload.name)
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func add_setting(setting: Dictionary):
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if ProjectSettings.has_setting(setting.name):
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return
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ProjectSettings.set_setting(setting.name, setting.value)
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ProjectSettings.set_initial_value(setting.name, setting.value)
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ProjectSettings.add_property_info({
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"name": setting.get("name"),
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"type": setting.get("type"),
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"hint": setting.get("hint", PROPERTY_HINT_NONE),
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"hint_string": setting.get("hint_string", "")
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})
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func remove_setting(setting: Dictionary):
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if not ProjectSettings.has_setting(setting.name):
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return
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ProjectSettings.clear(setting.name)
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func has_autoload(name: String) -> bool:
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return ProjectSettings.has_setting("autoload/" + name)
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