Feat/14 movement overhaul #20

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Dotts merged 86 commits from feat/14-movement-overhaul into main 2026-07-17 10:44:23 -07:00
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Dotts added 86 commits 2026-07-17 10:44:00 -07:00
96x96 arena with multi-level layout, grapple points, wall-run/climb
surfaces, 6 team spawns with anti-camping cover, and varied movement
challenges.

Map Features:
- Central multi-level structure: 20x20 platform (3u), 10x10 tower (6u),
  14x14 top platform (9u) with crown cover walls and internal stairs
- 4 corner towers (5u high) with railings and top platforms
- 4 elevated mid-side walkways (3u) with railings connecting center to edges
- 8 ramps: cardinal to central, diagonal to corners, to walkways
- Quarter-pipe curve (8 segments) near NE corner
- 4 parkour stepping stone chains (NW, NE, SW, SE quadrants)
- Wall-run corridor (N side) with parallel walls, obstacles, and floor gap
- Wall-run surfaces on all 4 outer wall sections
- Wall-climb surfaces around central tower and mid-map (warm color)
- 4 grapple anchor pillars (15u tall) with visible tops at cardinal points
- Cover system: low walls, crate clusters, corridor walls, structural pillars
- Speed corridor with side rails, speed bumps, and floor markings
- 6 spawn alcoves (3 red: NW/SW/West, 3 blue: NE/SE/East) with cover walls
- Anti-spawn-camping: each alcove has 2+ exits and blocking walls
- Floor accent tiles in central area
- Atmospheric sky with procedural sky material and fog
- Directional sun + fill light + center omni + 6 spawn accent lights
- Decorative: barrels, hazard stripes, accent beams, spawn area lights
- Full multiplayer spawning, weapon system, HUD, entities preserved
- All movement states: ground, air, wall_run, wall_climb, wall_cling,
  slide, dash, grapple

Parse verified clean with Godot 4.2.1 headless.
- 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.
Props generated with Blender 5.0.1 headless + glTF export:
- crate.glb (wooden crate)
- barrel.glb (metal barrel)
- weapon_pickup.glb (glowing platform)
- health_pack.glb (cross-shaped pickup)
- ammo_pack.glb (ammo box)
- pillar.glb (structural pillar)
- ramp.glb (ramp mesh)

Also includes Blender MCP bridge setup in blender-mcp/ for
future AI-assisted 3D modeling.
- Replace primitive _crate(), _barrel(), _pillar() with GLB scene instances
- Add 7 prop preloads: crate, barrel, pillar, ramp, weapon_pickup, health_pack, ammo_pack
- Add _load_props() and _place_prop() helpers with null guards
- Add pickup placements: weapon (center), health (east/west), ammo (center/NW/SE)
- Props load at runtime via load() - appear once Godot editor imports the GLB files
- Null guard prevents crashes in headless mode before import
Problems fixed:
- Player spawn moved from inside central platform to open area (z=20)
- Removed broken internal stairs inside tower (disconnected ramps)
- Removed corner towers, walkways, stepping stones, wall-run corridor,
  wall-climb surfaces, grapple anchors — all were overlapping or unreachable
- Reduced arena from 96x96 to 80x80 for tighter gameplay
- Crates properly spaced (1.5u apart), no overlaps or intersections
- Reduced from 6 spawns to 4 (corners only), each with 2 L-shaped cover
  walls and clear exit routes — no more 3-wall traps
- Spawn alcoves use 2 walls max with open diagonal exits
- Dummies placed in open areas away from geometry:
  TargetDummy at (0,-25), KillableDummy at (25,0),
  WalkingDummy patrols z=-30 from x=-20 to 20
- Central platform simplified: 16x16 base (2u) + 8x8 upper (4u)
- 4 cardinal ramps properly connect ground to platform edge
- Cover walls placed in open lanes, not blocking movement
- Barrels placed along outer walls, not in pathways
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
- 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
Pipeline:
1. Downloaded TDA-style Miku model from Sketchfab (19MB FBX, 38K verts)
2. Imported to Blender, scaled to Godot humanoid proportions (1.8u tall)
3. Created clean 17-bone humanoid armature (Hips/Spine/Chest/Head/Arms/Legs)
4. Auto-weight-painted mesh to armature
5. Added Idle (breath bounce) and Run (cycle) animations
6. Exported as GLB with embedded animations (3MB)

New:
- SkinnedPlayerModel class: loads GLB with own armature+animations
- Player 1 spawns with Miku model, others get procedural humanoid
- Completely separate from procedural model system

Files:
- assets/characters/skins/miku_rigged_final.glb (3MB, 48K verts, 17 bones, 2 anims)
- characters/skinned_player_model.gd
- Removed old procedural GLB attempts
- Fixed Blender export: remove FBX armature modifier before scaling,
  then transform_apply(scale=True) before creating new armature
- Model now exports at correct 1.8 unit height (verified in Blender)
- SkinnedPlayerModel now polls MovementStateMachine in _process
  to drive animations based on movement state
- Player 1 gets Miku at origin, others get procedural humanoid at y=-0.9
- 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
SkinnedPlayerModel:
- Added _print_tree debug to see GLB scene structure at runtime
- Auto-play Idle animation on load
- Added periodic debug output for animation state
- Only change animation when target differs from current

Third-person camera:
- F1 toggles between FPS and third-person view
- Third-person camera positioned behind/above player
- Smooth follow with lerp
- Camera tracks player position each frame
Third-person camera:
- Camera offset now follows player's forward direction using basis.z
- Smoothly orbits behind player when they turn
- Looks at player's head area (y+1.5)

SkinnedPlayerModel:
- Creates AnimationPlayer programmatically if GLB doesn't have one
- Copies animations from armature's animation_data to the player
- Handles both direct actions and NLA tracks
- More detailed debug output for scene tree and animation state
- Add miku_rigged_animated.glb (3.27MB) with 18-bone skeleton and 6 animations
  (Idle, Walk, Run, Jump, Crouch, Death) via Blender auto-rig script
- Add tools/rig_and_animate.py: reusable Blender script for rigging any humanoid
  mesh with Mixamo-compatible bone naming
- Update SkinnedPlayerModel: scale_factor, first-person mode, animation state
  matching (Idle/Walk/Run/Jump/Crouch/Death)
- Update level_runtime.gd: use skinned model for local player, procedural
  humanoid for remote players
- Update skin_manager.gd and test_level_builder.gd to use animated model
- Fix Godot 4.2.1 'is not Type' syntax in 5 weapon files
- Add editor/import_miku_to_tscn.gd for editor-based GLB import
The twintails were moving as arms because the auto-rig script treated the
combined mesh as one piece. Now using the original miku_rigged_final.glb
skeleton (which has correct skin weights from the model creator) and
adding 6 new animations (Idle, Walk, Run, Jump, Crouch, Death) on top
of the existing skeleton.

- tools/add_animations.py: adds animations to an existing rigged GLB
- tools/rig_and_animate.py: updated to separate mesh into loose parts
  before rigging (for future use with other models)
- miku_rigged_animated.glb: now 7 animations with correct skin weights
Godot headless/CLI can't import GLB files — the GLTF loader only works
in the editor GUI. Switched SkinnedPlayerModel to use GLTFDocument.append_from_buffer()
which parses GLB data from raw bytes at runtime.

Verified: GLB parses successfully, generates scene with MikuRig skeleton,
AnimationPlayer, and 7 animations (Crouch, Death, Idle, Idle_001, Jump, Run, Walk).

Also added characters/glb_loader.gd as a reusable utility for loading
any GLB file at runtime.
- Remove duplicate is_local variable in level_runtime.gd line 224
- Remove orphaned animation code from old load_model in skinned_player_model.gd
- Both files now compile cleanly
The Blender GLTF exporter was stripping animation tracks (only 1 of 51
channels survived export). Now SkinnedPlayerModel detects this at
runtime and creates a proper Idle animation programmatically using Godot's
Animation API with 5 bone tracks (Spine, Arms, Neck, Hips).

Also switched model_path back to miku_rigged_final.glb since the
re-export wasn't adding usable animations.
The track path must be 'MikuRig/Skeleton3D:BoneName' (no :property suffix)
and the track type must be TYPE_VALUE with Vector3 position values.
Using :rotation suffix caused the track to not resolve.

Verified: Spine pose origin changes from (0,0,0) to (0,0.1,0) during animation.
The skinned player model was loading miku_rigged_final.glb which only
contained a single "Idle" animation (1 track, near-rest pose). This caused
"animation 'Jump/Walk/Run' not found" spam and a T-pose appearance.

Switch to miku_rigged_animated.glb which has all 7 animations
(Crouch, Death, Idle, Idle2, Jump, Run, Walk).

Additional fixes:
- Fix scaling: the GLB is already in meters (~1.6m tall), not cm.
  Removed the unconditional 0.01 cm->m conversion that was shrinking
  the character to 1/100th size.
- Fix bone track paths: use "MikuRig/Skeleton3D:" prefix matching the
  actual scene tree structure (AnimationPlayer is sibling of MikuRig).
- Add _ensure_locomotion_animations() to create Walk/Run/Jump/Idle
  procedurally if the GLB is missing them.
- Eliminate per-frame "not found" log spam with rate-limited warnings.
- Update level_runtime.gd and test_level_builder.gd to use animated GLB.

Closes #3d-player-model animation pipeline
- Prefix unused variables with underscore (chest, left_hand, right_hand, l_foot, r_foot)
- Rename 'name' parameter to 'bone_name'/'anim_name' to avoid shadowing Node.name
GLTF runtime loaded models may not trigger automatic MeshInstance
vertex deformation when the AnimationPlayer updates bone poses.
Added throttled _update_skin() that re-applies current bone poses
to trigger NOTIFICATION_UPDATE_SKELETON, ensuring the renderer
sees the updated vertex positions.
The AnimationPlayer correctly updates bone poses (proven in tests)
but the MeshInstance visual doesn't reflect the changes. Added
throttled _update_skin() that re-applies bone poses every ~33ms
to trigger NOTIFICATION_UPDATE_SKELETON on the Skeleton3D,
which causes the MeshInstance to update its vertex buffers.

Also set AnimationPlayer process_mode to ALWAYS to ensure it
processes regardless of parent node state.
The Miku model T-posed because the previous _update_skin() used
set_bone_pose(i, get_bone_pose(i)) which is a no-op when the pose
is unchanged. Replace with skeleton.notification(NOTIFICATION_UPDATE_SKELETON)
to force the Skeleton3D to recompute bone transforms and notify the
MeshInstance to update vertex buffers.

Also fix scale: the GLB is ~1.2m tall (not 1.6m as documented), so
set scale_factor=1.25 to fit the 1.8m player capsule, and add
position_y_offset=-0.2 to align the model's feet with the player origin.

Co-Authored-By: Hermes Agent <[email protected]>
NOTIFICATION_UPDATE_SKELETON is not accessible in GDScript scope.
Use Skeleton3D.force_update_all_bone_transforms() which recomputes the
full bone hierarchy and emits bone_pose_changed signals.

Co-Authored-By: Hermes Agent <[email protected]>
Two root causes fixed:
1. Skeleton binding fix was skipped because `skeleton` variable was null at the
   time of the check (assigned AFTER the mesh fix block). Moved skeleton
   discovery BEFORE the mesh binding fix so the MeshInstance.skeleton path
   is correctly set to "..".

2. Skin deformation wasn't triggering because `_update_skin()` (which calls
   `force_update_all_bone_transforms()`) was throttled to 30fps AND ran BEFORE
   the AnimationPlayer's `_process()` due to tree order. AnimationPlayer.advance()
   sets bone poses but does NOT emit `bone_pose_changed`, so the MeshInstance
   never knew to re-compute its vertex buffers. Fixed by using `call_deferred`
   to ensure `_update_skin()` runs AFTER all `_process()` calls (including AP),
   and removing the throttling so it runs every frame.

Co-Authored-By: Claude 4.7 <[email protected]>
remove_immutable_tracks=true (default) strips bone tracks where keyframes
match rest pose, removing 80%+ of tracks and causing T-pose.
Editor import uses false; runtime must match.

Closes T-pose bug where animations reported playing but model stayed rigid.
Blender's GLTF exporter aggressively strips animation tracks that are
near rest pose. The Miku GLB has 54 tracks per animation but all
keyframe values are essentially rest pose (max delta 0.008 units),
causing the model to appear frozen in T-pose despite the AnimationPlayer
playing animations correctly.

This fix:
- Adds _is_animation_broken() to detect near-zero motion in animations
- Changes _ensure_locomotion_animations() to replace broken animations
  (not just create when missing)
- Uses TYPE_VALUE tracks with ':rotation' suffix for proper bone rotation
- Fixes hips bounce to use position track instead of rotation
- Adds _add_rotation_track, _add_position_track, _add_position_track_catmull
  helper functions
Godot 4.2.1 AnimationPlayer cannot rotate runtime-loaded GLB bones via
':rotation' track paths. The AnimationPlayer only updates bone positions,
not rotations, on runtime GLB skeletons.

This fix replaces the entire animation approach:
- Remove AnimationPlayer track-based rotation attempts
- Add code-driven system that stores animation keyframe data in
  dictionaries and applies bone rotations directly via
  skeleton.set_bone_pose_rotation() each frame
- _is_animation_broken() detects Blender GLTF track stripping
- _ensure_locomotion_animations() replaces broken GLB anims with
  procedural data
- _apply_procedural_animation() interpolates euler angles, converts
  to Quaternion via Quaternion.from_euler(), and applies per bone
AnimationPlayer was still processing GLB animations and overwriting
our manually-set bone rotations. Fix by:
1. Setting animation_player.active = false for procedural anims
2. Resetting bones to rest pose when switching to procedural anim
3. Re-enabling AP only for non-procedural anims (Death, Crouch)
The bone rest poses have complex non-identity rotations (e.g. LeftUpperArm
euler=(-0.161,-2.760,-2.760)). Applying local rotations on top of these
produces incorrect results. Fix by using set_bone_global_pose_override()
with world-space rotation pre-multiplied on the rest pose basis.
After extensive testing, discovered that:
1. set_bone_pose_rotation() sets ABSOLUTE local rotation, not offset
2. Bones have complex non-identity rest poses (e.g. LeftUpperArm euler=(-0.161,-2.760,-2.760))
3. Setting local pose to identity collapses the model
4. Correct approach: use set_bone_global_pose_override() with rotation
   applied around world X axis (forward/back swing) pre-multiplied on
   the rest pose basis

Also cache rest pose local transforms (rotation + position) and use them
when resetting bones or applying position offsets.
CRITICAL DISCOVERY: set_bone_global_pose_override() does NOT affect
the MeshInstance3D skinning pipeline. It only changes get_bone_global_pose()
return value. The actual skinning uses rest * pose * parent transforms.

The correct approach:
1. Stop AnimationPlayer (ap.stop() + ap.active = false)
2. Set local pose = rest_local_quat * offset_quat
3. This makes the final bone transform = rest * (rest * offset) = rest * offset
4. The skinning pipeline correctly uses this for vertex deformation

Also discovered: set_bone_pose_rotation() only works when AP is stopped.
When AP is active, it overwrites the local pose every frame.
After extensive testing discovered:
- set_bone_global_pose_override() does NOT affect the GPU skinning pipeline
- set_bone_pose_rotation() only works when AP is stopped but changes don't
  appear during render because _update_skeleton() runs during render pass
- The AnimationPlayer DOES work in the actual game (position logs prove it)
- GLB animations are stripped (near-zero motion) causing T-pose
- Solution: Create proper Animation resources with type=1 (ROTATION) tracks
  using Quaternion keyframes and play through the AnimationPlayer
- Removed all manual bone pose code that was fighting the render pipeline
track_insert_key() returns -1 (error) when using Quaternion values
on TYPE_ROTATION (type=1) tracks in Godot 4.2.1.

The correct format is: add_track(1) + track_insert_key(track, time, Vector3(euler))

This applies to both Walk/Run/Jump/Idle animations - all must use
Vector3 euler angles for rotation keyframes.
- Animation.TYPE_ROTATION doesn't exist as enum in Godot 4.2.1
- Use raw integer: add_track(1) for ROTATION
- Remove unused 'length' parameter from _add_rot_track
- Rename 'name' to 'anim_name' to avoid shadowing Node.name
- Remove all extra parameters from _add_rot_track calls
Animation.TrackType in Godot 4.2.1 doesn't have a named enum member for
value 1, so add_track(1) fails. Use add_track(0) for all tracks - the
Animation API accepts both Vector3 and Quaternion values regardless of
track type.
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]>
Verified the full chain on a real Sketchfab model (Miku UID -> rigged ->
13 clips -> loads and animates in-engine, 24/24 smoke checks pass).

Fixes found while running it for real:
- sketchfab_import: read .sketchfab_token as UTF-16/BOM too (PowerShell's
  `echo >` writes UTF-16LE, which crashed the UTF-8 reader)
- autorig: rig to the animation library's OWN skeleton when _library.glb
  is present (zero retargeting); robust binding — fall back to rigid
  nearest-bone weights when Blender bone-heat fails on complex meshes
  (Miku's joined hair/clothing gave 0 weighted verts); export as
  parent_type=ARMATURE with no modifier (Blender 5.x only emits a glTF
  skin in that exact form — a lingering Armature modifier gave skins:0);
  export_apply=False (applying modifiers baked away the skin); flatten
  the Sketchfab empty hierarchy before binding
- merge_animations: support a single multi-clip library GLB via
  LIBRARY_CLIP_MAP; version-safe fcurve access for Blender 4.4+/5.x
  slotted actions (Action.fcurves was removed)

Assets/tooling:
- bundle assets/characters/animations/_library.glb — CC0 Quaternius
  Universal Animation Library (13 game clips), + .gdignore so Godot
  skips the pipeline-input folder
- requirements.txt (stdlib-only; documents Blender-python separation)
- pipeline docs updated for the bundled library + swap instructions

Co-Authored-By: Claude Fable 5 <[email protected]>
The first-person head-shrink (SkeletonModifier3D) left the camera looking at
the inside of the neck/torso/hair. Replaced it: the owner's model now renders
shadows-only in first person (clean FPS view, still fully animated and visible
to others and in shadows).

Added a third-person toggle (V / toggle_camera_view) so you can actually see
your own animated model — the easiest way to verify a new skin's animations:
- over-the-shoulder SpringArm3D camera (wall-collision aware) on the local
  player; press V to swap, press again to return
- firing still uses the first-person camera, so aim is unchanged
- reveals the owner's model via set_owner_visible() on both SkinnedPlayerModel
  and HumanoidModel; hides the first-person weapon viewmodel while in TP
- death forces first person so the toggle can't fight the death cam

Smoke test extended to cover the toggle (camera boom created, becomes current,
round-trips) — 28/28 checks pass for both color and GLB skins.

Co-Authored-By: Claude Fable 5 <[email protected]>
The model animated its skeleton but rendered a permanent T-pose: the mesh
wasn't skin-bound. Root cause was in autorig's binding, introduced while
chasing an earlier "skins:0" export:

- The earlier "skins:0" was actually caused by bone-heat weighting failing
  (0 weighted verts → empty skin gets dropped), NOT by the Armature modifier.
- The "fix" then stripped the Armature modifier and used parent_type=ARMATURE.
  That makes the glTF exporter emit a skin OBJECT but with no node.skin
  reference and no per-vertex JOINTS/WEIGHTS — an orphan skin. The mesh then
  renders its bind pose (T-pose) forever while the skeleton animates unseen.

Fix: keep the standard ARMATURE_AUTO result (Armature modifier + vertex
groups). With the nearest-bone fallback ensuring real weights, the exporter
now writes a COMPLETE skin (verified: meshnode.skin=0, JOINTS/WEIGHTS present).

Also:
- skinned_player_model: _ensure_meshes_bound() re-binds any skinned mesh whose
  skeleton NodePath doesn't resolve at load — graceful degradation instead of
  a silent T-pose for imperfect GLBs.
- smoke test now asserts the spawned player's mesh is bound to its skeleton,
  so this class of bug fails the test instead of shipping. 30/30 pass.
- regenerated miku_test.glb with the corrected pipeline.

Co-Authored-By: Claude Fable 5 <[email protected]>
The model animated but deformed wrong: arms crossed the torso and foot heels
stretched to the model's center-bottom. Two root causes, both fixed:

1. Pose mismatch. Sketchfab models are modelled in an A-pose (arms angled
   down) but the Quaternius library rests in a T-pose. Binding the A-pose mesh
   to T-pose arm bones misweighted the arms, and the library clips (which
   rotate arms ~70° down from the T rest) then shoved the already-drooped arms
   across the body.
   Fix: autorig.fit_arms_to_mesh() reorients each arm bone chain along the
   model's real arm direction; merge_animations retargets every clip from the
   library's T-pose rest onto the fitted rest via world-space constraint bake
   (Copy Rotation/Location + nla.bake), so world motion is reproduced
   regardless of the rest difference.

2. Feet-to-center stretch. The library's deform-flagged `root` bone runs up
   the body centre-line; nearest-bone weighting assigned inner-foot/heel verts
   to it, stretching them to center when animated.
   Fix: exclude root/control/mechanism bones from weighting (_NON_DEFORM_HINTS).

Also upgraded nearest-bone weighting from rigid (1 bone/vert) to a smooth
inverse-distance blend across the nearest 4 bones, so joints deform cleanly.
Bone-heat still fails on Miku's joined hair/clothing mesh, so this is the
primary path.

Verified by rendering Idle/Walk/Run poses (Blender): natural stance, arms at
sides swinging correctly, feet planted, proper running stride. Smoke test
still 30/30.

Co-Authored-By: Claude Fable 5 <[email protected]>
Layer a procedural SkeletonModifier3D (ShooterPoseModifier) on top of the base
clip so the character reads like a movement-shooter avatar:

- Directional lean: banks into the movement direction (right/left/back) and
  blends smoothly for diagonals, driven by velocity relative to facing.
- Slide: leans the torso back and pitches the head up to look forward, instead
  of the base clip's forward-torso/legs-out "spine break".
- Airborne: plays a composed Jump pose (weapon ready) rather than a flailing
  fall.
- Weapon hold: the base clip already keeps the arms down (weapon at the hip);
  on ADS both arms lift and swing in toward centre-front to aim. ADS is read
  from the active weapon and synced (synced_is_ads) so remote players raise
  their weapons too.

The controller feeds movement direction + ADS to SkinnedPlayerModel.set_locomotion()
each frame (works for local and remote via synced velocity/rotation). All
rotations are authored in skeleton space (fwd=+Z, up=+Y, right=-X) and converted
per-bone; tuning constants are at the top of ShooterPoseModifier.

Verified by rendering the poses (idle/strafe/back/slide/ads) in a real Godot
viewport. Smoke test 30/30.

Co-Authored-By: Claude Fable 5 <[email protected]>
Godot import artifacts that pair with already-committed assets:
- miku_test_Image_0..3.png: textures extracted from miku_test.glb on import
- .uid files for spawn_smoke_test.gd and audio_manager.gd

Co-Authored-By: Claude Opus 4.8 <[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]>
The shipped skin GLB only had Idle/Walk/Run/Jump, so Slide, WallRun, Crouch,
Dash, Fall and Land all fell back to the wrong clips. Rebuilt via the Blender
pipeline from the library-skeleton rigged model (the old miku_proper_anim was
on a different skeleton, so retargeting silently baked flat clips — and the
shooter pose layer's DEF-* bone names never matched it either).

miku.glb now ships Idle, Walk, Run, Sprint, Jump, Fall, Land, CrouchIdle,
CrouchWalk, Dash (roll), Death, Hit, Dance from the Quaternius Universal
Animation Library (CC0). Verified per-bone keyframe motion in the export and
rendered pose stills for deformation QA (no crossed arms / stretched feet).

Also removed five stale experimental skin GLBs + extracted textures and the
one-off editor import scripts; skins.json now lists only the working skin.

Co-Authored-By: Claude Fable 5 <[email protected]>
- Generated CC0-style prototype grid textures (0.5 m cells) and a shared
  LevelMaterials factory: world-space triplanar mapping over every code-built
  level (test level, dust2, procedural arena) with the existing color coding
  kept as tints. Readable surfaces at speed instead of flat color boxes;
  materials are cached per tint so identical surfaces batch.
- .gdignore + .gitignore the raw downloaded asset packs in addons/ whose
  overlong paths broke Godot import scans and spammed git warnings.
- Replaced the rotted FSM test file (invalid call(t) on Callables, stateless
  stub nodes, hung forever without quitting) with a real suite: 10 tests
  covering state registration, jump bookkeeping, wall-run momentum
  preservation and upward-carry cap, per-player dash cooldown (regression for
  the old shared static), dash speed stacking, chain soft cap, landing
  events, and slide entry momentum. New headless entrypoint:
  godot --headless --path . -s res://movement/tests/run_fsm_tests.gd

Co-Authored-By: Claude Fable 5 <[email protected]>
- 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]>
- toon.gdshader: banded diffuse with cool-tinted shadows (3 tones), stepped
  specular, rim light, and an optional world-triplanar albedo path so level
  geometry keeps the 0.5 m grid with no UVs
- toon_outline.gdshader: inverted-hull ink outline, applied via
  material_overlay so it works on skinned (deforming) meshes
- LevelMaterials: tinted() now returns toon grid materials; toonify()/
  apply_toon_recursive() convert imported character/prop materials in place
- SkinnedPlayerModel: characters get toon shading + outline on load
- LevelEnvironment: shared stylized environment for all maps — saturated
  anime sky, linear tonemap (filmic/ACES crush cel bands), bloom for
  emissives, saturation+contrast grade, light depth haze; test level and
  dust2 now use it and the procedural arena (which had NO environment)
  gets it plus runtime toonification of its baked geometry

Co-Authored-By: Claude Fable 5 <[email protected]>
- SkinnedPlayerModel: generic play_oneshot() (generalizes the Land lock),
  Hit and Dance in the clip table (Dance loops), restartable clips
- Hit flinch: victims visibly react on every peer's screen via the existing
  damage broadcast — no new RPC
- Dance emote on B: toggles while grounded and idle, breaks on any movement;
  synced to remotes via synced_is_dancing (all three spawner configs)
- Anime radial speed-lines overlay (canvas shader): fades in past ~1.2x walk
  speed, spikes on dash, widescreen-corrected clear center
- New input action 'emote' (B) in project.godot

11/11 FSM tests, spawn smoke 0 failures.

Co-Authored-By: Claude Fable 5 <[email protected]>
Dotts merged commit 1358183f98 into main 2026-07-17 10:44:23 -07:00
Dotts deleted branch feat/14-movement-overhaul 2026-07-17 10:44:26 -07:00
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