fix: textured Miku model + ragdoll color
- Re-exported Miku with properly mapped textures (9.8MB GLB) - Texture files saved alongside GLB for Godot import - Fixed Blender 5.0 API: 'Base Color' (not 'BaseColor'), major_segments (not segments) - Ragdoll now uses Miku teal color (0.0, 0.75, 0.75) - Player 1 uses SkinnedPlayerModel (no procedural generation) - Other players still use procedural HumanoidModel
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After Width: | Height: | Size: 1.0 MiB |
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After Width: | Height: | Size: 767 KiB |
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After Width: | Height: | Size: 357 KiB |
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After Width: | Height: | Size: 572 KiB |
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After Width: | Height: | Size: 978 KiB |
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After Width: | Height: | Size: 1.5 MiB |
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After Width: | Height: | Size: 1.4 MiB |
@@ -984,7 +984,7 @@ func die(impulse: Vector3 = Vector3.ZERO) -> void:
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ragdoll_instance = ragdoll
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get_tree().current_scene.add_child(ragdoll)
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ragdoll.global_transform = global_transform
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ragdoll.build_ragdoll(Color(0.2, 0.4, 0.8)) # Blueish player color
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ragdoll.build_ragdoll(Color(0.0, 0.75, 0.75)) # Miku teal — matches player 1 skin
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# Wait a frame for physics to initialize then apply velocity
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get_tree().create_timer(0.01).timeout.connect(_apply_ragdoll_velocity.bind(ragdoll, velocity, impulse))
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