shawn 25221bf3cb t_p7.4_port: network_manager to netfox
- Fixed double-emission bug in network_manager.gd: ENet signal connections
  (peer_connected/peer_disconnected) are now only connected when netfox
  NetworkEvents is NOT available, preventing duplicate player_connected/
  player_disconnected signal emissions.
- Fixed stop() to only disconnect ENet signals when they were actually
  connected (mirrors the conditional connection in start_server()).
- Fixed headless parse error in player_net_input.gd: replaced direct
  NetworkTime.before_tick_loop reference with Engine.get_singleton()
  call, avoiding unresolved type identifier in headless mode.
- netfox_bootstrap.gd added as minimal autoload placeholder.
- Dual-path architecture: netfox NetworkEvents when available (editor),
  ENet fallback when netfox unavailable (headless server).
- Broadcast RPCs (spawn, round state, scores) kept as-is since they
  work identically through Godot's MultiplayerAPI in both paths.
2026-07-02 17:39:06 -04:00
2026-06-30 21:00:57 -04:00
2026-07-01 01:00:29 +00:00

Tactical Shooter

A competitive, round-based tactical FPS built in Godot 4.

  • 128-tick authoritative dedicated servers
  • GDExtension (C++) simulation core
  • Community-hostable, self-hosted server browser
  • Map-making SDK for community maps

See PLANS/PROJECT_PLAN.md for the full build plan. See Mapmaking SDK docs to build and ship custom maps.

S
Description
Competitive tactical FPS built in Godot 4 — CS-clone with 128-tick authoritative servers
Readme MIT 67 MiB
v0.2.9 Latest
2026-07-06 03:55:26 +00:00
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