926446e5cf
- FPSCharacterController: removed SimulationServer dependency, added _rollback_tick() with acceleration-based CharacterBody3D movement, gravity, jump, crouch/sprint speed. Kept mouse look, crouch lerp, sprint/crouch toggle, _move_local() standalone fallback. - Player: extends FPSCharacterController (CharacterBody3D). Added authority-guarded _rollback_tick that delegates to super for server and local client prediction. TickInterpolator created dynamically (avoids headless class_name parse errors). PlayerNetInput child wired via existing RollbackSynchronizer input_properties. - player.tscn: CharacterBody3D root with FpsCamera, CollisionShape3D, PlayerNetInput children. TickInterpolator created in code. - client_main.gd: _spawn_local_player() creates FPS player node with first-person camera for own peer. _spawn_remote_player() removes FpsCamera for remote players. - fps_camera.gd: duck-typed _controller (Node) instead of class_name cast for headless safety. Fixed type inference warnings. Also includes parent task P7.5-P7.7 changes: - project.godot: main_scene -> server_main.tscn - network_manager.gd: Chan enum -> raw channel ints - server_main.gd: deferred ServerConfig load, GameServer load() - game_server.gd: commented out dev deps for headless compilation