feat: third-person camera toggle (V) + fix first-person showing inside the model

The first-person head-shrink (SkeletonModifier3D) left the camera looking at
the inside of the neck/torso/hair. Replaced it: the owner's model now renders
shadows-only in first person (clean FPS view, still fully animated and visible
to others and in shadows).

Added a third-person toggle (V / toggle_camera_view) so you can actually see
your own animated model — the easiest way to verify a new skin's animations:
- over-the-shoulder SpringArm3D camera (wall-collision aware) on the local
  player; press V to swap, press again to return
- firing still uses the first-person camera, so aim is unchanged
- reveals the owner's model via set_owner_visible() on both SkinnedPlayerModel
  and HumanoidModel; hides the first-person weapon viewmodel while in TP
- death forces first person so the toggle can't fight the death cam

Smoke test extended to cover the toggle (camera boom created, becomes current,
round-trips) — 28/28 checks pass for both color and GLB skins.

Co-Authored-By: Claude Fable 5 <[email protected]>
This commit is contained in:
Nicholas Butzke
2026-07-06 17:18:16 -04:00
co-authored by Claude Fable 5
parent 64bbbf93c6
commit e2fbc424a7
6 changed files with 124 additions and 45 deletions
+5
View File
@@ -108,6 +108,11 @@ scoreboard={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194306,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
toggle_camera_view={
"deadzone": 0.0,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":86,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
[physics]