netfox
netfox copied to clipboard
Addons for building multiplayer games with Godot
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**  **After**  Below is on the scene itself, before:  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...