- Air: direct steering bends existing velocity toward input without changing
its magnitude (air_steer_rate), on top of Quake accelerate with raised
gains (air_strafe_accel 55->90, per-tick cap 1.2->2.5). No-input air drag
nearly removed so held momentum carries. Steering skips opposing input to
avoid flipping through zero.
- Dash: charge system on the machine — dash_charges (2) spend instantly,
each recharges in dash_cooldown (2 s). get_dash_cooldown_remaining() now
reports time to the NEXT charge (0 while one is banked) so existing HUDs
keep working; get_dash_charges() added for pips.
- Tests: dash tests updated to the charge API + new coverage for
spend-2-then-recharge; 11/11 pass, spawn smoke clean.
Co-Authored-By: Claude Fable 5 <[email protected]>
- Quake-style air-strafe accelerate (real speed gain from strafing; external
speed from dash/rockets never clamped)
- Wall run: keeps entry momentum (incl. upward carry), accelerates along the
wall instead of hard-setting velocity, gravity fades in over the run
- Slide: slope physics (gravity projected along floor accelerates downhill),
flat-ground decel instead of multiplicative friction, entry boost, direct
slide->wallrun and slide->dash transitions
- Dash: cooldown 10s -> 2s, per-player (was a static shared across instances),
momentum fully kept on exit, FOV punch event
- Grapple: taut pendulum with active rope control (W reels in, S pays out),
release keeps swing energy
- Wall climb: carries upward momentum in, jump-off kick, shared vault helper
- Crouch capsule: single owner in the machine, smoothly lerped, ceiling check;
camera eye height follows via crouch factor (no more head snapping)
- Landing: machine emits 'land' events scaled by impact; camera dip + pitched
down thud; footsteps get pitch variation
- Camera rig: event-driven (land dip, dash FOV kick, vault pitch impulse),
slide roll tilt
- Model: Jump vs Fall split by vertical velocity, Land one-shot on heavy
landings, wall-run body lean (synced to remotes via synced_wall_side)
Co-Authored-By: Claude Fable 5 <[email protected]>
Character pipeline (tools/):
- sketchfab_import.py: search/download via Sketchfab Download API with
license/attribution tracking (SKETCHFAB_API_TOKEN)
- autorig.py: headless Blender auto-rig — fits a Mixamo-named skeleton
to unrigged humanoids, binds automatic weights
- merge_animations.py: merges the shared Mixamo-skeleton animation
library onto any rigged character, strips root motion, canonical names
- pipeline.py: one command chains download -> rig -> animate -> register
In-game skin system:
- SkinManager autoload reads skins.json (auto-written by the pipeline)
- SkinnedPlayerModel rewritten: canonical clips with fallback chains,
blend times, speed-scaled locomotion, weapon bone attachment
- First-person: full animated body for the owner, head hidden via
SkeletonModifier3D; third-person: full model for other players
- Skin selector in main menu; skin id synced in multiplayer
- Fixed GLBLoader crash (GLTFDocument.get_animation_count doesn't exist)
Multiplayer sync overhaul:
- Movement is now client-authoritative: the owning peer simulates
locally (no input round-trip), server keeps health/kills/death
- Remote players interpolate synced_position/velocity with
extrapolation and snap-on-teleport
- Knockback/impulses routed to the simulating peer
Audio:
- AudioManager autoload: SFX/Weapons/Footsteps/UI/Music buses, pooled
3D players, variation + pitch randomization, auto-registration from
assets/sounds
Docs: 3D_ASSET_PIPELINE.md rewritten end-to-end, new ASSET_SOURCES.md
(non-procedural animation/map/sound sources) and SOUND_DESIGN.md.
Verified with debug/spawn_smoke_test.gd (headless: 24/24 checks pass).
Co-Authored-By: Claude Fable 5 <[email protected]>
- Fix tab character in _build_elevated_walkways() call (line 63)
- Fix untyped 'pos' variable in grapple pillar loop (line 376)
- Remove fog_sky_affinity (Godot 4.3+ only property)
- Replace preload() with load() for runtime script loading
- Replace 'is DoubleBarrelShotgun' type check with duck-typing
- Fix 'is not OfflineMultiplayerPeer' syntax in grenade spawn
- Replace absf() with abs() in state_machine, state_air, state_ground
- Update test_level.tscn to remove stale UID reference
All fixes verified: PARSE OK and scene runs without script errors
on Godot 4.2.1 headless.
- state_wall_run.gd: typed ray_origin/ray_end as Vector3
- test_level_builder.gd: restructure builder to put MovementStateMachine
+ state children under Player, attach camera under Player too
- player_movement_controller.gd: @onready uses get_node so type is not inferred