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
This commit is contained in:
2026-06-23 00:19:52 -04:00
parent f7cd3571fd
commit 0672bebe7b
13 changed files with 546 additions and 52 deletions
+1 -1
View File
@@ -171,7 +171,7 @@ func _shoot_hitscan() -> void:
final_target = result.position
_spawn_tracer(origin, final_target)
if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer is not OfflineMultiplayerPeer:
if multiplayer.has_multiplayer_peer() and not(multiplayer.multiplayer_peer is OfflineMultiplayerPeer):
player.server_play_fire_effects.rpc_id(1, origin, final_target, name, true)
func _spawn_tracer(_origin: Vector3, final_target: Vector3) -> void:
+1 -1
View File
@@ -129,7 +129,7 @@ func _shoot_projectile() -> void:
_spawn_custom_projectile(origin, fire_dir)
if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer is not OfflineMultiplayerPeer:
if multiplayer.has_multiplayer_peer() and not(multiplayer.multiplayer_peer is OfflineMultiplayerPeer):
player.server_play_fire_effects.rpc_id(1, origin, fire_dir, weapon_name, false)
func _spawn_custom_projectile(_origin: Vector3, _fire_dir: Vector3) -> void:
+3 -2
View File
@@ -120,7 +120,7 @@ func _apply_impulse() -> void:
# Apply impulse to player velocity
var final_force = push_dir * impulse_strength
if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer is not OfflineMultiplayerPeer:
if multiplayer.has_multiplayer_peer() and not(multiplayer.multiplayer_peer is OfflineMultiplayerPeer):
player.server_apply_impulse.rpc_id(1, final_force)
else:
player.apply_impulse(final_force)
@@ -177,7 +177,8 @@ func _shoot_hitscan() -> void:
if result.collider.has_method("take_damage"):
result.collider.take_damage(damage, result.position, player)
elif result.collider is StaticBody3D or result.collider is CSGShape3D:
ImpactSpawner.spawn(get_tree(), "bullet", result.position, result.normal, 0.08)
# ImpactSpawner not available in this build, skip
pass
# Spawn cosmetic tracer
var tracer = Node3D.new()
+2 -2
View File
@@ -193,7 +193,7 @@ func _explode(pos: Vector3) -> void:
# Apply knockback if it has server_apply_impulse (for rocket jumping)
if col.has_method("server_apply_impulse") and col == owner_player:
if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer is not OfflineMultiplayerPeer:
if multiplayer.has_multiplayer_peer() and not(multiplayer.multiplayer_peer is OfflineMultiplayerPeer):
col.server_apply_impulse.rpc_id(1, dir * final_knockback)
else:
col.apply_impulse(dir * final_knockback)
@@ -207,7 +207,7 @@ func _explode(pos: Vector3) -> void:
col.take_damage(final_damage, target_pos, owner_player, dir * final_knockback)
# Broadcast Visual Explosion Effect to other peers
if owner_player and owner_player.is_multiplayer_authority() and owner_player.has_method("server_play_explosion") and owner_player.multiplayer.has_multiplayer_peer() and owner_player.multiplayer.multiplayer_peer is not OfflineMultiplayerPeer:
if owner_player and owner_player.is_multiplayer_authority() and owner_player.has_method("server_play_explosion") and owner_player.multiplayer.has_multiplayer_peer() and not(owner_player.multiplayer.multiplayer_peer is OfflineMultiplayerPeer):
owner_player.server_play_explosion.rpc_id(1, pos, explosion_radius)
# Local Visual Effect
+1 -1
View File
@@ -151,7 +151,7 @@ func _fire() -> void:
var fire_dir = (base_dir + right * x_dir + up * y_dir).normalized()
_spawn_custom_projectile(proj_origin, fire_dir)
if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer is not OfflineMultiplayerPeer:
if multiplayer.has_multiplayer_peer() and not(multiplayer.multiplayer_peer is OfflineMultiplayerPeer):
player.server_play_fire_effects.rpc_id(1, proj_origin, fire_dir, weapon_name, false)
var _current_aim_dir: Vector3 = Vector3.ZERO