7bbe4ba71d
- Removed the is_predicting() early-return in weapon_manager._rollback_tick which blocked all weapon actions on the client (player owned by server) - Added client-side weapon loadout initialization in player-spawner._spawn so the player has weapons immediately, before server state sync arrives - Server reconciles via rollback state sync Movement was fixed in v0.2.2 (window focus grab). This addresses the remaining 'can't switch or use weapons' issue.
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.