25221bf3cb675e2c961a69e59cab44514263115e
- 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.
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.