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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@@ -120,7 +120,7 @@ func _apply_impulse() -> void:
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# Apply impulse to player velocity
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var final_force = push_dir * impulse_strength
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if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer is not OfflineMultiplayerPeer:
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if multiplayer.has_multiplayer_peer() and not(multiplayer.multiplayer_peer is OfflineMultiplayerPeer):
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player.server_apply_impulse.rpc_id(1, final_force)
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else:
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player.apply_impulse(final_force)
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@@ -177,7 +177,8 @@ func _shoot_hitscan() -> void:
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if result.collider.has_method("take_damage"):
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result.collider.take_damage(damage, result.position, player)
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elif result.collider is StaticBody3D or result.collider is CSGShape3D:
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ImpactSpawner.spawn(get_tree(), "bullet", result.position, result.normal, 0.08)
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# ImpactSpawner not available in this build, skip
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pass
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# Spawn cosmetic tracer
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var tracer = Node3D.new()
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