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)
19 lines
584 B
Plaintext
19 lines
584 B
Plaintext
extends PhysicsDriver
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class_name RapierDriver3D
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func _init_physics_space() -> void:
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physics_space = get_viewport().world_3d.space
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PhysicsServer3D.space_set_active(physics_space, false)
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func _physics_step(delta) -> void:
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RapierPhysicsServer3D.space_step(physics_space, delta)
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RapierPhysicsServer3D.space_flush_queries(physics_space)
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func _snapshot_space(tick: int) -> void:
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snapshots[tick] = RapierPhysicsServer3D.export_binary(physics_space)
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func _rollback_space(tick) -> void:
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if snapshots.has(tick):
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RapierPhysicsServer3D.import_binary(physics_space, snapshots[tick])
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