Files
tactical-shooter/client/map_template/assets/prefabs/map_bounds.tscn
T
shawn e7299b17e9 Phase 7: netfox + godot-jolt stack upgrade
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)
2026-07-02 17:39:22 -04:00

28 lines
922 B
Plaintext

[gd_scene load_steps=4 format=3]
[sub_resource type="StandardMaterial3D" id="BoundMat"]
albedo_color = Color(1.0, 0.0, 0.0, 0.2)
metallic = 0.0
roughness = 1.0
transparency = 0.8
flags_transparent = true
[sub_resource type="BoxShape3D" id="BoundShape"]
size = Vector3(2.0, 4.0, 200.0)
[node name="MapBound" type="Area3D"]
groups = ["map_bounds"]
; Map boundary wall — prevents players from exiting the playable area.
; Copy this prefab for each side of the map, rotating and resizing
; the CollisionShape3D to form a closed perimeter.
; MapBounds detect body_exited and teleport/kill out-of-bounds players.
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("BoundShape")
[node name="Visualizer" type="CSGBox3D" parent="."]
size = Vector3(2.0, 3.8, 200.0)
material = SubResource("BoundMat")
use_collision = false
; Semi-transparent red wall visualiser. Resize to match perimeter.