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)
28 lines
922 B
Plaintext
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.
|