Root cause: builder created plain Node instances for the state machine
and states, so _machine.player = self in PlayerMovementController
crashed with 'Invalid assignment ... on base object of type Node'.
Now each node gets its real script attached before _ready() runs.
- _build_player: creates Player (CharacterBody3D) with capsule,
MovementStateMachine + 6 state children, attaches movement script
- Calls player._ready() manually after set_script (GDScript
set_script does not auto-trigger _ready)
- Camera parented under Player so it follows movement
- Restores _build_camera() which was accidentally dropped
- test_level.tscn: minimal Node3D root (zero SubResource references)
- debug/test_level_builder.gd: runtime floor/walls/lighting/camera/UI
shapes/meshes created from BoxShape3D/BoxMesh — no .tscn subresources
- project.godot: revert features to 4.6 (installed build is 4.6.3)
- scenes/test_level/test_level.tscn — playable test environment (30x30 floor + 4 walls + ramp)
Floor at y=-1, Player spawn at (0, 1.5, 8), FpsCamera at head height (y=1.7)
DirectionalLight + WorldEnvironment + UI label overlay (speed/state/chain)
- debug/debug_test_env.sh — launch wrapper for manual playtesting
No code changes: raw physics testbed. Intended to be opened as first scene in Godot window.
Closes#2 (test-level scene task)