7db8434f7e
A debug-print attempt from earlier inadvertently appended a second
_rollback_tick function (with spaces instead of tabs) at the end of
weapon_manager.gd:419, causing the entire script to fail compilation.
This meant the WeaponManager node had NO script attached:
- 'has_method("set_default_loadout")' returned false
- Client-side loadout init never ran
- All weapon operations silently did nothing
This is the real root cause of why weapons never worked on the client.
Multiplayer fps example
A simple demo fps game, using netfox's RollbackSynchronizer and
NetworkWeaponHitscan3D to implement a server-authorative model, while also
compensating for latency with client-side prediction.
To edit and/or run, open the Godot project in the repository root, and open the scene in this directory.