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Addons for building multiplayer games with Godot
* NetworkTime * NetworkRollback * NetworkEvents * Interpolators? Refs #141
Refs #141
`_accept_projectile` in `network_weapon.gd` has a code path which calls `_spawn()` without calling `_save_projectile(...)` on the result, leading to a server with the correct name (eg: "Bullet IDIDIDIDID") and a client...
As the title says. Recording provided (note the rotation printed to the output) https://github.com/user-attachments/assets/14d0de0f-d875-4a45-ad98-92d676351215
https://github.com/foxssake/netfox/blob/c97141761bc307c5387599c0232e313903acd243/addons/netfox/network-time.gd#L402 Shouldn't `after_tick.emit()` be _below_ the tick increment? Otherwise, there is no reason to not use `on_tick.emit()`
Hello! :wave: While looking at the example project, I noticed that the `_process` function was using the `input` attribute to animate other players which made me realize that this is...
Hello, I have a question. How can I implement raycast shooting mechanics with lag compensation using RollbackSynchronizer. I want to rollback all players, then fire raycast and then resimulate all...
If a RollbackSynchronizer has input paths from multiple Nodes with different authorities, a "Invalid assignment on read-only value" error in `_submit_input` (`rollback-synchronizer.gd:248`) will be produced as the Dictionaries contained within...
[The example weapon script](https://github.com/foxssake/netfox/blob/main/examples/forest-brawl/scripts/brawler-weapon.gd)'s implementation of `_can_fire` relies on `NetworkTime.tick` which will tend to be smaller when the client calls the function in their `_tick` compared to when the server...