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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@@ -151,7 +151,7 @@ func _fire() -> void:
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var fire_dir = (base_dir + right * x_dir + up * y_dir).normalized()
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_spawn_custom_projectile(proj_origin, fire_dir)
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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_play_fire_effects.rpc_id(1, proj_origin, fire_dir, weapon_name, false)
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var _current_aim_dir: Vector3 = Vector3.ZERO
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