feat: thinner cel outline + procedural model actually holds its weapon
Outline: the inverted-hull width was tuned when the look was heavier and now reads as a thick marker stroke. Cut every call site to roughly a third (characters 0.012 -> 0.004, level geometry 0.015 -> 0.005, Neon Alley's size-scaled clamp 0.02..0.05 -> 0.007..0.018) plus the shader default, so the ink line stays readable without fattening every silhouette. Third-person weapon on HumanoidModel: the gun was parented to root_pivot at a fixed (-0.15, 1.0, 0.4) — floating 40 cm off the chest while both arms posed at it from a distance. Give the rig a real right-hand node at the end of the forearm and hang the weapon there, so it travels with the arm. Its aim is re-derived from the body each frame (hand_r_pivot's global basis is copied from root_pivot), otherwise the barrel would swing around with the arm animation. The hold pose is retuned to match: right elbow tucked at the ribs with a level forearm, left arm crossing to the handguard. _seat_weapon_in_hand() slides each weapon along its own barrel axis so a plausible grip lands in the fist regardless of where the artist left the model origin. It measures with MeshInstance3D.get_aabb(), not mesh.get_aabb() — the FBX gun parts are skinned, so the Mesh resource still carries bind-pose bounds tens of metres across. Co-Authored-By: Claude Opus 4.8 <[email protected]>
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Claude Opus 4.8
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af8c9831c9
@@ -30,7 +30,7 @@ static func spawn_bolt(scene: Node, origin: Vector3, target: Vector3,
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core.mesh = core_mesh
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core.rotation.x = deg_to_rad(90) # orient capsule along Z
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core.position = Vector3(0, 0, -0.55) # tail sits at the origin
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core.material_overlay = LevelMaterials.outline(0.012)
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core.material_overlay = LevelMaterials.outline(0.004)
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tracer.add_child(core)
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tracer.position = origin
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