feat: emotive animations + anime speed lines — hit flinch, dance emote (B)

- SkinnedPlayerModel: generic play_oneshot() (generalizes the Land lock),
  Hit and Dance in the clip table (Dance loops), restartable clips
- Hit flinch: victims visibly react on every peer's screen via the existing
  damage broadcast — no new RPC
- Dance emote on B: toggles while grounded and idle, breaks on any movement;
  synced to remotes via synced_is_dancing (all three spawner configs)
- Anime radial speed-lines overlay (canvas shader): fades in past ~1.2x walk
  speed, spikes on dash, widescreen-corrected clear center
- New input action 'emote' (B) in project.godot

11/11 FSM tests, spawn smoke 0 failures.

Co-Authored-By: Claude Fable 5 <[email protected]>
This commit is contained in:
Nicholas Butzke
2026-07-17 13:40:49 -04:00
co-authored by Claude Fable 5
parent 37c15bed1a
commit 5bcbcfdc3f
8 changed files with 136 additions and 10 deletions
@@ -93,6 +93,7 @@ func _spawn_player(pid: int) -> CharacterBody3D:
client_rep_config.add_property(":synced_is_crouching")
client_rep_config.add_property(":synced_is_ads")
client_rep_config.add_property(":synced_wall_side")
client_rep_config.add_property(":synced_is_dancing")
client_rep_config.add_property(":synced_grapple_point")
client_rep_config.add_property(":synced_is_grapple_shooting")
client_rep_config.add_property(":synced_skin_id")