restore test level and dust2 from main branch
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@@ -1,5 +1,5 @@
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extends Node3D
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## Runtime level builder - attaches to LevelRuntime node.
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class_name LevelRuntime
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var _speed_label: Label
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var _state_label: Label
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@@ -141,27 +141,13 @@ func _spawn_player(pid: int) -> CharacterBody3D:
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if mover_script:
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player.set_script(mover_script)
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# Visual Model for Player
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var is_local = (pid == multiplayer.get_unique_id())
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if is_local:
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# Local player: use skinned Miku model with animations
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var skinned = load("res://characters/skinned_player_model.gd").new()
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skinned.name = "SkinnedModel"
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skinned.model_path = "res://assets/characters/skins/miku_proper_anim.glb"
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skinned.scale_factor = 1.25
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skinned.position_y_offset = -0.2
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skinned.position = Vector3(0, 0.0, 0)
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skinned.first_person_mode = true
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player.add_child(skinned)
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print("LevelRuntime: added SkinnedModel for local player")
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else:
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# Remote players: use procedural humanoid
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var humanoid = load("res://characters/humanoid_model.gd").new()
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humanoid.name = "HumanoidModel"
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humanoid.color = Color(0.2, 0.4, 0.8)
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humanoid.shadows_only = false
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humanoid.position = Vector3(0, -0.9, 0)
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player.add_child(humanoid)
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# Humanoid Model for Player (Shadows only locally, visible to others)
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var humanoid = load("res://characters/humanoid_model.gd").new()
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humanoid.name = "HumanoidModel"
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humanoid.color = Color(0.2, 0.4, 0.8) # Blueish for player
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humanoid.shadows_only = (pid == multiplayer.get_unique_id())
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humanoid.position = Vector3(0, -0.9, 0) # Offset from center to feet
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player.add_child(humanoid)
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# Movement State Machine
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var sm := Node.new()
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@@ -223,6 +209,7 @@ func _spawn_player(pid: int) -> CharacterBody3D:
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head_pivot.params = player.params
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# Authority configuration
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var is_local = (pid == multiplayer.get_unique_id())
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if is_local:
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_player = player
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player.set_physics_process(true)
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