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>
94 lines
2.2 KiB
GDScript
94 lines
2.2 KiB
GDScript
@tool
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extends EditorPlugin
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var bottom_control: Control
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static var SETTINGS := [
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{
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"name": "vest/runner_timeout",
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"value": 8.0,
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"type": TYPE_FLOAT
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},
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{
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"name": "vest/sources_root",
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"value": "res://",
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"type": TYPE_STRING,
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"hint": PROPERTY_HINT_DIR
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},
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{
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"name": "vest/tests_root",
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"value": "res://tests/",
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"type": TYPE_STRING,
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"hint": PROPERTY_HINT_DIR
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},
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{
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"name": "vest/test_name_patterns",
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"value": PackedStringArray(["*.test.gd", "test_*.gd"]),
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"type": TYPE_PACKED_STRING_ARRAY,
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"hint": PROPERTY_HINT_DIR
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},
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{
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"name": "vest/new_test_location",
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"value": Vest.NEW_TEST_MIRROR_DIR_STRUCTURE,
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"type": TYPE_INT,
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"hint": PROPERTY_HINT_ENUM,
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"hint_string": ",".join([
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"Mirror directory structure",
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"Next to source",
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"In tests root"
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])
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}
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] as Array[Dictionary]
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func _enter_tree():
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Vest._register_scene_tree(get_tree())
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Vest._register_editor_interface_provider(get_editor_interface)
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# Manually trigger local settings init?
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Vest.__.LocalSettings._static_init()
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bottom_control = (preload("res://addons/vest/ui/vest-ui.tscn") as PackedScene).instantiate()
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resource_saved.connect(bottom_control.handle_resource_saved)
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add_control_to_bottom_panel(bottom_control, "Vest")
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add_settings(SETTINGS)
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# Create commands
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for command in Vest.__.create_commands():
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add_child(command)
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func _exit_tree():
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resource_saved.disconnect(bottom_control.handle_resource_saved)
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remove_control_from_bottom_panel(bottom_control)
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bottom_control.queue_free()
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remove_settings(SETTINGS)
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func add_settings(settings: Array):
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for setting in settings:
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add_setting(setting)
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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_settings(settings: Array):
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for setting in settings:
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remove_setting(setting)
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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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