597d6dde2d
- Move _clock.set_time(0.) inside the 'if not server' block in NetworkTimeSynchronizer.start() so the server's SystemClock isn't reset to zero — fixes -1.78 billion second offset panic on client - Skip spawning peer 1's avatar on clients (the server replicates all avatars; spawning peer 1 locally creates a duplicate that the dedicated server doesn't have)
Multiplayer fps example
A simple demo fps game, using netfox's RollbackSynchronizer and
NetworkWeaponHitscan3D to implement a server-authorative model, while also
compensating for latency with client-side prediction.
To edit and/or run, open the Godot project in the repository root, and open the scene in this directory.