feat: add rigged+animated Miku player model with auto-rig pipeline
- Add miku_rigged_animated.glb (3.27MB) with 18-bone skeleton and 6 animations (Idle, Walk, Run, Jump, Crouch, Death) via Blender auto-rig script - Add tools/rig_and_animate.py: reusable Blender script for rigging any humanoid mesh with Mixamo-compatible bone naming - Update SkinnedPlayerModel: scale_factor, first-person mode, animation state matching (Idle/Walk/Run/Jump/Crouch/Death) - Update level_runtime.gd: use skinned model for local player, procedural humanoid for remote players - Update skin_manager.gd and test_level_builder.gd to use animated model - Fix Godot 4.2.1 'is not Type' syntax in 5 weapon files - Add editor/import_miku_to_tscn.gd for editor-based GLB import
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@@ -971,6 +971,9 @@ func die(impulse: Vector3 = Vector3.ZERO) -> void:
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var humanoid = get_node_or_null("HumanoidModel")
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if humanoid:
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humanoid.visible = false
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var skinned = get_node_or_null("SkinnedModel")
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if skinned:
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skinned.visible = false
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# Disable collision so player doesn't block bullets
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var col = get_node_or_null("CollisionShape3D")
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