fix: Godot 4.2.1 compat and map builder fixes
- Fix tab character in _build_elevated_walkways() call (line 63) - Fix untyped 'pos' variable in grapple pillar loop (line 376) - Remove fog_sky_affinity (Godot 4.3+ only property) - Replace preload() with load() for runtime script loading - Replace 'is DoubleBarrelShotgun' type check with duck-typing - Fix 'is not OfflineMultiplayerPeer' syntax in grenade spawn - Replace absf() with abs() in state_machine, state_air, state_ground - Update test_level.tscn to remove stale UID reference All fixes verified: PARSE OK and scene runs without script errors on Godot 4.2.1 headless.
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@@ -60,7 +60,7 @@ func _build_geometry() -> void:
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_build_outer_walls()
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_build_central_structure()
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_build_corner_towers()
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-build_elevated_walkways()
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_build_elevated_walkways()
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_build_ramps()
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_build_stepping_stones()
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_build_wall_run_surfaces()
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@@ -151,7 +151,6 @@ func _build_environment() -> void:
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environment.fog_enabled = true
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environment.fog_light_color = Color(0.45, 0.48, 0.55)
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environment.fog_density = 0.003
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environment.fog_sky_affinity = 0.5
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env.environment = environment
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add_child(env)
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@@ -374,7 +373,7 @@ func _build_grapple_anchors() -> void:
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Vector3(0, 0, 30),
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]
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for i in range(pillar_positions.size()):
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var pos := pillar_positions[i]
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var pos: Vector3 = pillar_positions[i]
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# Pillar shaft (15u tall)
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_box_static(pos + Vector3(0, 7.5, 0), Vector3(2, 15, 2), C_METAL, "GrapplePillar_%d" % i)
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# Pillar top (grapple target marker)
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@@ -689,7 +688,7 @@ func _spawn_player(pid: int) -> CharacterBody3D:
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player.add_child(col_shape)
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# Apply movement controller script
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var mover_script = preload("res://movement/player_movement_controller.gd")
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var mover_script = load("res://movement/player_movement_controller.gd")
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if mover_script:
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player.set_script(mover_script)
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@@ -1066,7 +1065,7 @@ func _process(_delta: float) -> void:
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if "weapon_name" in active_weapon:
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w_name = active_weapon.weapon_name
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elif active_weapon is DoubleBarrelShotgun:
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elif active_weapon.get("weapon_name") == null and "shells" in active_weapon:
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w_name = "Double Barrel Shotgun"
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if "current_ammo" in active_weapon:
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