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
This commit is contained in:
2026-06-22 19:46:22 -04:00
parent e1d2d140cb
commit e84a9d641a
9 changed files with 1 additions and 1 deletions
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@@ -984,7 +984,7 @@ func die(impulse: Vector3 = Vector3.ZERO) -> void:
ragdoll_instance = ragdoll ragdoll_instance = ragdoll
get_tree().current_scene.add_child(ragdoll) get_tree().current_scene.add_child(ragdoll)
ragdoll.global_transform = global_transform ragdoll.global_transform = global_transform
ragdoll.build_ragdoll(Color(0.2, 0.4, 0.8)) # Blueish player color ragdoll.build_ragdoll(Color(0.0, 0.75, 0.75)) # Miku teal — matches player 1 skin
# Wait a frame for physics to initialize then apply velocity # Wait a frame for physics to initialize then apply velocity
get_tree().create_timer(0.01).timeout.connect(_apply_ragdoll_velocity.bind(ragdoll, velocity, impulse)) get_tree().create_timer(0.01).timeout.connect(_apply_ragdoll_velocity.bind(ragdoll, velocity, impulse))