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Addons for building multiplayer games with Godot

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Godot versions: 4.3 (Windows) E 0:00:05:0577 _update_caches: AnimationMixer (at: powerup.tscn): 'powerup-float', Value Track: 'crateItem:position:x' must have at least one key to cache for blending. Condition "anim->track_get_key_count(i) == 0" is true....

Currently the format is [priority tag in 3 letters] [netfox module] and the print message. 2 more [] tags should be appended after the above 2 []^ [NetworkTime.tick][PID] as these...

Quite simple and self-explanatory. If the boolean is false, host simply doesn't spawn an avatar for any player. And for clients, `MultiplayerSpawner` simply doesn't spawn avatar 1 because he never...

(Literally the 2 inspector changes in #240 but without that whole 4.3 baggage, reposting images below) **Before** ![before](https://github.com/user-attachments/assets/860ef59a-b03b-4da0-b040-cc8fc50444db) **After** ![after](https://github.com/user-attachments/assets/13284058-31a7-4e2f-a3e9-ca93c4c6cbf6) Below is on the scene itself, before: ![before-hostjoin](https://github.com/user-attachments/assets/3b14667c-0b6d-431e-899c-64c7ae5f42aa) After (noray...

All states are sent `UNRELIABLE_ORDERED` regardless if they are a full state (contains all properties) or a diff state (contains only the properties with new values) Once the client receives...

My game currently runs 2 seperate projects 1 for the client and 1 for the server. I got RollbackSynchroniser to work but I can't get TickInterpolator to work properly. I'm...

Solves #260 and #268 by fixing input initialization. Also gets rid of the `await 1 frame` hack for 2 seperate classes (BrawlerController.gd/player.gd) in order to await for input authority to...

Rollback currently works per entity. `RollbackSynchronizer` works by NodePath pretty much. If a rollbacked node unparents itself and adds a different parent to itself, the rollback to the tick it...

It is safe to assume the server does a rollback, because it receives inputs from clients and rolls back to the tick of the received input up to the current...

```gdscript #The below function is located Inside brawler scene, on the Weapon node func _tick(_delta: float, _t: int): if input.is_firing: fire() ``` The function `fire()` directly changes state as it...