Files
tactical-shooter/addons/vest/ui/visibility-popup.gd
T
shawn b0c83af092 Fresh start: replace with naxIO/netfox-cs-sample foundation
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>
2026-07-02 20:55:20 -04:00

71 lines
1.8 KiB
GDScript

@tool
extends PopupPanel
@onready var _container := %"Statuses Container" as Control
@onready var _toggle_button := %"Toggle Button" as Button
var _visibilities: Dictionary = {}
signal on_change()
func get_visibility_for(status: int) -> bool:
return _visibilities.get(status, true)
func is_empty() -> bool:
# Return true if all visibilites are set to false
for status in _visibilities:
if _visibilities[status]:
return false
return true
func _init() -> void:
# Default visibility to true
for status in range(VestResult.TEST_MAX):
_visibilities[status] = true
func _ready() -> void:
_render()
_toggle_button.pressed.connect(_toggle_all)
func _toggle_all() -> void:
var visibility := is_empty()
for status in _visibilities.keys():
_visibilities[status] = visibility
_render()
on_change.emit()
func _render() -> void:
if _container.get_child_count() != _visibilities.size():
# Remove children
for child in _container.get_children():
child.queue_free()
for status in _visibilities.keys():
var checkbox := CheckBox.new()
checkbox.toggle_mode = true
checkbox.text = VestResult.get_status_string(status).capitalize()
checkbox.icon = VestUI.get_status_icon(status)
checkbox.expand_icon = true
checkbox.pressed.connect(func():
_visibilities[status] = not _visibilities[status]
_render()
on_change.emit()
)
_container.add_child(checkbox)
# Update checkbox statuses
for idx in range(_container.get_child_count()):
var status := _visibilities.keys()[idx] as int
var checkbox := _container.get_child(idx) as CheckBox
checkbox.set_pressed_no_signal(_visibilities[status])
# Update toggle button
if is_empty():
_toggle_button.text = "All"
_toggle_button.icon = Vest.Icons.visible
else:
_toggle_button.text = "None"
_toggle_button.icon = Vest.Icons.hidden