e385eae0f58d50e4e380f86d48e2c85ffe1a5908
- docs/performance-budget.md: 60fps/2GB VRAM budget with CPU, GPU, memory, and draw-call targets (P95<16.6ms, P99<50ms) - scripts/profiling/: SceneTree + Node profilers, test scenes - scripts/generate_occluders.gd: auto-generate OccluderInstance3D from CSG wall pieces (128^3 voxel occlusion culling) - scripts/convert_csg_to_mesh.gd: CSG->StaticMesh baker with LOD slots (LOD1@15m, LOD2@30m) - project.godot: occlusion culling + LOD settings enabled - modular scene UV2 data from lightmapping pass - rcon_command_handler.gd conflict resolved (kept upstream plugin cmd) - Fixed profiler_node.gd warmup frame bug (60 frames, not 3) - Fixed convert_csg_to_mesh.gd LOD API (add_lod + distance)
Tactical Shooter
A competitive, round-based tactical FPS built in Godot 4.
- 128-tick authoritative dedicated servers
- GDExtension (C++) simulation core
- Community-hostable, self-hosted server browser
- Map-making SDK for community maps
See PLANS/PROJECT_PLAN.md for the full build plan. See Mapmaking SDK docs to build and ship custom maps.