feat: Sketchfab-to-game character pipeline, FP/TP animated views, client-auth netcode, audio system
Character pipeline (tools/): - sketchfab_import.py: search/download via Sketchfab Download API with license/attribution tracking (SKETCHFAB_API_TOKEN) - autorig.py: headless Blender auto-rig — fits a Mixamo-named skeleton to unrigged humanoids, binds automatic weights - merge_animations.py: merges the shared Mixamo-skeleton animation library onto any rigged character, strips root motion, canonical names - pipeline.py: one command chains download -> rig -> animate -> register In-game skin system: - SkinManager autoload reads skins.json (auto-written by the pipeline) - SkinnedPlayerModel rewritten: canonical clips with fallback chains, blend times, speed-scaled locomotion, weapon bone attachment - First-person: full animated body for the owner, head hidden via SkeletonModifier3D; third-person: full model for other players - Skin selector in main menu; skin id synced in multiplayer - Fixed GLBLoader crash (GLTFDocument.get_animation_count doesn't exist) Multiplayer sync overhaul: - Movement is now client-authoritative: the owning peer simulates locally (no input round-trip), server keeps health/kills/death - Remote players interpolate synced_position/velocity with extrapolation and snap-on-teleport - Knockback/impulses routed to the simulating peer Audio: - AudioManager autoload: SFX/Weapons/Footsteps/UI/Music buses, pooled 3D players, variation + pitch randomization, auto-registration from assets/sounds Docs: 3D_ASSET_PIPELINE.md rewritten end-to-end, new ASSET_SOURCES.md (non-procedural animation/map/sound sources) and SOUND_DESIGN.md. Verified with debug/spawn_smoke_test.gd (headless: 24/24 checks pass). Co-Authored-By: Claude Fable 5 <[email protected]>
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co-authored by
Claude Fable 5
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d05477c135
@@ -313,11 +313,11 @@ func _equip_slot(slot: int) -> void:
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w.visible = true
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w.set_process_input(true)
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# Sync 3rd person weapon
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if player and player.has_node("HumanoidModel"):
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var humanoid = player.get_node("HumanoidModel")
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if humanoid.has_method("set_weapon") and w.has_meta("script_path"):
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humanoid.set_weapon(w.get_meta("script_path"))
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# Sync 3rd person weapon on the visual model (skinned or procedural)
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if player and w.has_meta("script_path"):
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var visual = player.get_visual_model() if player.has_method("get_visual_model") else player.get_node_or_null("HumanoidModel")
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if visual and visual.has_method("set_weapon"):
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visual.set_weapon(w.get_meta("script_path"))
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# Update the synced variable so remote peers pick it up
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if "synced_weapon_path" in player:
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player.synced_weapon_path = w.get_meta("script_path")
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