Files
tactical-shooter/addons/vest/plugin.gd
T
shawn b0c83af092 Fresh start: replace with naxIO/netfox-cs-sample foundation
Complete replacement of the tactical-shooter project with the
netfox-cs-sample (MIT) — a CS 1.6 inspired multiplayer FPS built
with Godot 4 and netfox.

## What's new
- Full CS-style gameplay: teams (T/CT), rounds, economy, buy menu
- 6 weapons: Knife, Glock, USP, AK-47, M4A1, AWP
- Bomb plant/defuse with 2 bombsites
- Flashbang & smoke grenades
- Proper netfox rollback netcode at 64 tick
- Network popup UI for host/join
- HUD, crosshair, round timer, scoreboard
- All netfox singletons registered as autoloads (works in exported builds)

## Architecture
- Listen-server (host from client, no dedicated server binary)
- Multiplayer-fps game lives at examples/multiplayer-fps/
- Netfox addons registered as autoloads for exported build compat
- Godot 4.7 with Forward+ renderer

## Removed
- Old headless-server architecture (client_main, server_main, player.gd, etc.)
- Custom netfox bootstrap with ENet fallback
- Old ChaffGames FPS template (2,420 lines, 844 KB)
- SimulationServer GDExtension stub
- Godot-jolt physics (netfox sample uses default Godot physics)
- Duplicate weapon_data.gd, anti_cheat.gd, round_manager.gd, etc.
- Server browser API Python venv (87 MB)
- test_range map and modular assets

## Preserved
- Git history
- Server config at config/default_server_config.cfg
- Windows export preset
- Build directory (gitignored)

Co-authored-by: naxIO <naxIO@users.noreply.github.com>
2026-07-02 20:55:20 -04:00

94 lines
2.2 KiB
GDScript

@tool
extends EditorPlugin
var bottom_control: Control
static var SETTINGS := [
{
"name": "vest/runner_timeout",
"value": 8.0,
"type": TYPE_FLOAT
},
{
"name": "vest/sources_root",
"value": "res://",
"type": TYPE_STRING,
"hint": PROPERTY_HINT_DIR
},
{
"name": "vest/tests_root",
"value": "res://tests/",
"type": TYPE_STRING,
"hint": PROPERTY_HINT_DIR
},
{
"name": "vest/test_name_patterns",
"value": PackedStringArray(["*.test.gd", "test_*.gd"]),
"type": TYPE_PACKED_STRING_ARRAY,
"hint": PROPERTY_HINT_DIR
},
{
"name": "vest/new_test_location",
"value": Vest.NEW_TEST_MIRROR_DIR_STRUCTURE,
"type": TYPE_INT,
"hint": PROPERTY_HINT_ENUM,
"hint_string": ",".join([
"Mirror directory structure",
"Next to source",
"In tests root"
])
}
] as Array[Dictionary]
func _enter_tree():
Vest._register_scene_tree(get_tree())
Vest._register_editor_interface_provider(get_editor_interface)
# Manually trigger local settings init?
Vest.__.LocalSettings._static_init()
bottom_control = (preload("res://addons/vest/ui/vest-ui.tscn") as PackedScene).instantiate()
resource_saved.connect(bottom_control.handle_resource_saved)
add_control_to_bottom_panel(bottom_control, "Vest")
add_settings(SETTINGS)
# Create commands
for command in Vest.__.create_commands():
add_child(command)
func _exit_tree():
resource_saved.disconnect(bottom_control.handle_resource_saved)
remove_control_from_bottom_panel(bottom_control)
bottom_control.queue_free()
remove_settings(SETTINGS)
func add_settings(settings: Array):
for setting in settings:
add_setting(setting)
func add_setting(setting: Dictionary):
if ProjectSettings.has_setting(setting.name):
return
ProjectSettings.set_setting(setting.name, setting.value)
ProjectSettings.set_initial_value(setting.name, setting.value)
ProjectSettings.add_property_info({
"name": setting.get("name"),
"type": setting.get("type"),
"hint": setting.get("hint", PROPERTY_HINT_NONE),
"hint_string": setting.get("hint_string", "")
})
func remove_settings(settings: Array):
for setting in settings:
remove_setting(setting)
func remove_setting(setting: Dictionary):
if not ProjectSettings.has_setting(setting.name):
return
ProjectSettings.clear(setting.name)