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]>
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Claude Fable 5
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e2fbc424a7
@@ -108,6 +108,11 @@ scoreboard={
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"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)
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]
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}
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toggle_camera_view={
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"deadzone": 0.0,
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"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)
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]
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}
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[physics]
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