e7299b17e9
Stack installed: - netfox v1.35.3 (core + extras + noray + internals) - godot-jolt v0.16.0-stable Architecture: - Server: ENet transport (works headless, no netfox deps) - Client/Editor: netfox rollback (RollbackSynchronizer, TickInterpolator) New/modified: - docs/migration-netfox-plan.md — migration architecture - scripts/network/network_manager.gd — netfox-aware ENet fallback - scripts/network/player.gd — clean base player - client/characters/player_netfox.gd — rollback player w/ WeaponManager - client/characters/input/player_net_input.gd — BaseNetInput subclass - client/characters/character/fps_character_controller.gd — netfox input feed - client/weapons/ — weapon data, registry, TacticalWeaponHitscan, WeaponManager - client/scripts/round_replicator.gd — client-side round state bridge - server/scripts/round_manager.gd — improved state machine - server/scripts/plugin_api/plugin_manager.gd — refined plugin system - config: enemy_tag, ally_tag for meatball targeting Removed: old C++ SimulationServer GDExtension (replaced by netfox rollback)
1.0 KiB
1.0 KiB
netfox
The core addon of netfox, providing responsive multiplayer features for the Godot Engine.
Features
- ⏲️ Synchronized time
- Runs game logic at a fixed, configurable tickrate
- Time synchronized to game host
- 🧈 State interpolation
- Render 24fps tickrate at buttery smooth 60fps or more
- Add a
TickInterpolatornode and it just works
- 💨 Lag compensation with CSP
- Implement responsive player motion with little to no extra code
- Just use the
RollbackSynchronizernode for state synchronization
Install
See the root README.
Usage
See the docs.
License
netfox is under the MIT license.
Issues
In case of any issues, comments, or questions, please feel free to open an issue!