Hermes
b0fdc508f1
feat(miku): add rigged Miku character model with armature
...
- Generated rigged Miku model in Blender (79 mesh parts, 17 bones)
- Bone names match Godot Humanoid skeleton (Hips, Spine, Chest, Head, etc.)
- Includes idle animation (breath bounce)
- Fixed GLB export for Blender 5.0 API compatibility
- Updated HumanoidModel.apply_skin() with orientation fix
- Player 1 spawns with Miku rigged model, others get default blue
- Preview renders in docs/characters/skins/
Pipeline established:
- Blender headless -> Python script -> GLB export -> Godot import
- Skin system: PlayerSkin resource + SkinManager
- apply_skin() handles both GLB model and procedural color tint
2026-06-22 16:51:22 -04:00
Hermes
a55eaff279
feat(skin): add skin system + Miku character skin
...
Skin System:
- PlayerSkin resource class (model_path, color_tint, etc.)
- SkinManager with default skins: Default, Red Team, Forest, Miku
- HumanoidModel.apply_skin() supports both GLB model replacement
and procedural color tinting
- Procedural meshes auto-hide when GLB model is loaded
Miku Skin:
- 43-part procedural model generated in Blender (headless)
- Twin tails, headphones, thigh-high socks, idol outfit
- Teal/cyan color scheme with red accents
- Exported to assets/characters/skins/miku.glb
- Applied to player 1 in test level builder
Pipeline:
- Blender 5.0.1 + MCP addon installed
- Bridge script for socket-based Blender control
- docs/3D_ASSET_PIPELINE.md documents full workflow
2026-06-22 13:53:17 -04:00
DottsGit
da4a6442c7
feat: implement player movement controller with grounded state, stair stepping, and wall interaction mechanics
2026-06-10 22:11:00 -04:00
DottsGit
f63187e493
feat: implement foundational weapon systems, including hitscan and projectile base classes, reload mechanics, and player movement/camera integration.
2026-06-09 22:33:40 -04:00
DottsGit
4bb867a6f2
feat: implement plasma gun and rocket swarm mechanics along with various 3D asset imports
2026-06-07 18:23:47 -04:00
DottsGit
07a15fe998
fix: a lot of network sync fixes
2026-06-06 20:45:10 -04:00
DottsGit
ff3e01a9e5
feat: implement procedural humanoid animations, modular weapon system, and dummy entity base classes
2026-06-06 19:10:29 -04:00
DottsGit
acfb8bca16
feat: implement network manager, pause menu, and export configuration for project deployment
2026-06-06 14:33:43 -04:00
DottsGit
3488b8e005
fix: 3rd person and first person views
2026-06-06 11:51:28 -04:00
DottsGit
909b25548c
fix: fov now linearly increases with speed and first person weapon view no longer clips through walls
2026-06-06 11:16:50 -04:00
DottsGit
10416a83a0
fix: awp fov
2026-06-06 11:05:46 -04:00
DottsGit
27460be0ea
fix: scoping
2026-06-06 02:03:05 -04:00
DottsGit
33f5c7cb82
feat: added advanced settings for showing player movement debug and settings for mouse sensistivity
2026-06-06 00:51:53 -04:00
DottsGit
0c00f4c385
feat: adding better animations
2026-06-06 00:37:54 -04:00
DottsGit
acd495893d
feat: added ragdoll, health, death, and adjusted mortar
2026-06-06 00:01:27 -04:00
DottsGit
8984739334
feat: added animations for movement
2026-06-05 13:42:18 -04:00
DottsGit
72346803a9
feat: humanoid player model without animations
2026-06-05 13:37:43 -04:00
DottsGit
a86ef53622
feat: implement modular state-based player movement system with chain mechanics
2026-06-04 10:26:18 -04:00
DottsGit
0fd921481b
feat: implement movement state machine, FPS camera rig, and test level builder scaffolding
2026-06-04 00:29:19 -04:00
DottsGit
da277e9d35
feat: implement player movement controller and state machine with dash, slide, and wall-run mechanics
2026-06-03 21:55:10 -04:00
Hermes
ceeff6a1ab
fix: add smoke verifier, camera to TestLevel, fix player collision shape
2026-06-03 15:06:26 -04:00
Hermes
202f67fa32
feat(movement): add movement state machine with air/ground/wallrun/slide/dash/ground states
...
- MovementStateMachine: core state machine base
- MovementParams: export-rich tunable resource
- StateGround/StateAir: grounded & aeriel locomotion with coyote, buffered jump, bunny hop
- StateWallRun / StateWallCling: wall-based traversal with wall-jump off
- StateSlide: sprint-parallel slide with friction fallout
- StateDash: burst dash with momentum brake
- PlayerMovementController: entry point wiring to CharacterBody3D
- input_map.cfg: full action map reference file
- characters/player/player_base.tscn: placeholder scene
- movement/tests/test_fsm_runner.gd: 9-state unit test runner
Closes #1
2026-06-02 22:36:00 -04:00