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
6 changed files with 177 additions and 0 deletions
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@@ -163,6 +163,49 @@ func _ready() -> void:
calf_r.cast_shadow = shadow_setting
calf_r_pivot.add_child(calf_r)
## Skin System
var current_skin: PlayerSkin
var skin_model: Node3D
func apply_skin(skin: PlayerSkin) -> void:
current_skin = skin
if skin.model_path != "" and skin.model_path != null:
var loaded = load(skin.model_path)
if loaded:
_set_procedural_visible(false)
if skin_model:
skin_model.queue_free()
skin_model = null
skin_model = loaded.instantiate()
if skin_model:
skin_model.name = "SkinModel"
add_child(skin_model)
print("HumanoidModel: applied skin '%s'" % skin.skin_name)
return
_set_procedural_visible(true)
if skin_model:
skin_model.queue_free()
skin_model = null
_apply_color(skin.color_tint)
func _set_procedural_visible(visible: bool) -> void:
for part in [torso, head, upper_arm_l, lower_arm_l, upper_arm_r, lower_arm_r, thigh_l, calf_l, thigh_r, calf_r]:
if part:
part.visible = visible
func _apply_color(col: Color) -> void:
var mat = StandardMaterial3D.new()
mat.albedo_color = col
mat.roughness = 0.8
for part in [torso, upper_arm_l, lower_arm_l, upper_arm_r, lower_arm_r, thigh_l, calf_l, thigh_r, calf_r]:
if part and part.mesh:
part.mesh.material = mat
if head and head.mesh:
var hmat = StandardMaterial3D.new()
hmat.albedo_color = Color(0.95, 0.85, 0.78)
hmat.roughness = 0.8
head.mesh.material = hmat
func update_state(state: String, speed: float, is_crouching: bool = false) -> void:
current_state = state
movement_speed = speed
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@@ -0,0 +1,12 @@
extends Resource
class_name PlayerSkin
## A player skin defines the visual appearance of the character.
## Can be either a color tint (for the default procedural model)
## or a full GLB model replacement.
@export var skin_name: String = "Default"
@export var description: String = ""
@export var model_path: String = "" # Path to .glb file, empty = use procedural
@export var color_tint: Color = Color(0.2, 0.4, 0.8) # For procedural model
@export var is_unlocked: bool = true
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extends Node
class_name SkinManager
## Manages all available player skins.
## Add new skins here or load from a config file.
var skins: Dictionary = {}
var active_skin_id: String = "default"
func _ready() -> void:
_register_default_skins()
func _register_default_skins() -> void:
# Default blue soldier
var default_skin = PlayerSkin.new()
default_skin.skin_name = "Default"
default_skin.description = "Standard issue"
default_skin.color_tint = Color(0.2, 0.4, 0.8)
default_skin.is_unlocked = true
skins["default"] = default_skin
# Red team
var red_skin = PlayerSkin.new()
red_skin.skin_name = "Red Team"
red_skin.description = "Red team colors"
red_skin.color_tint = Color(0.8, 0.2, 0.2)
red_skin.is_unlocked = true
skins["red_team"] = red_skin
# Green soldier
var green_skin = PlayerSkin.new()
green_skin.skin_name = "Forest"
green_skin.description = "Forest camouflage"
green_skin.color_tint = Color(0.2, 0.6, 0.2)
green_skin.is_unlocked = true
skins["forest"] = green_skin
# Hatsune Miku
var miku_skin = PlayerSkin.new()
miku_skin.skin_name = "Miku"
miku_skin.description = "Hatsune Miku — Virtual Idol"
miku_skin.model_path = "res://assets/characters/skins/miku.glb"
miku_skin.color_tint = Color(0.0, 0.75, 0.75)
miku_skin.is_unlocked = true
skins["miku"] = miku_skin
print("SkinManager: registered %d skins" % skins.size())
for id in skins:
print(" - %s: %s" % [id, skins[id].skin_name])
func get_skin(skin_id: String) -> PlayerSkin:
if skins.has(skin_id):
return skins[skin_id]
return skins["default"]
func get_active_skin() -> PlayerSkin:
return get_skin(active_skin_id)
func set_active_skin(skin_id: String) -> void:
if skins.has(skin_id) and skins[skin_id].is_unlocked:
active_skin_id = skin_id
print("SkinManager: active skin set to '%s'" % skins[skin_id].skin_name)
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@@ -377,6 +377,14 @@ func _spawn_player(pid: int) -> CharacterBody3D:
humanoid.position = Vector3(0, -0.9, 0)
player.add_child(humanoid)
# Apply skin (Miku for player 1, default for others)
if pid == 1:
var miku_skin = PlayerSkin.new()
miku_skin.skin_name = "Miku"
miku_skin.model_path = "res://assets/characters/skins/miku.glb"
miku_skin.color_tint = Color(0.0, 0.75, 0.75)
humanoid.apply_skin(miku_skin)
# Movement State Machine
var sm := Node.new()
sm.name = "MovementStateMachine"
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@@ -0,0 +1,52 @@
# 3D Asset Pipeline for Papaya-Shooter
## Blender Setup
- Blender 5.0.1 installed system-wide
- Blender MCP addon at ~/.config/blender/5.0/scripts/addons/blender_mcp/
- Bridge: ~/blender-mcp/blender_bridge.py (socket port 9876)
- Start: xvfb-run -a blender --python ~/blender-mcp/blender_server.py &
## Export Workflow
1. Write Blender Python script (generate model, rig, animate)
2. Run: blender --background --python script.py
3. Export as .glb to assets/ subdirectory
4. Godot auto-imports on editor open
## Directory Structure
- assets/characters/skins/ — player skin models
- assets/characters/animations/ — animation clips
- assets/weapons/models/ — weapon meshes
- assets/weapons/skins/ — weapon skin textures
- assets/props/ — level props
## Character System
- HumanoidModel: characters/humanoid_model.gd
- Procedural rig: torso, head, 4 arms, 4 legs with pivot nodes
- States: idle, run, crouch, slide, air, wall_run, wall_cling, grapple, dash, death
- Color: @export var color (StandardMaterial3D)
- shadows_only for local player (don't see own model)
- Weapon attach: set_weapon(script_path) → root_pivot child
## Loadout System
- LoadoutManager: globals/loadout_manager.gd (autoload)
- 5 slots, each: primary_1, primary_2, special, melee
- Save: user://loadouts.json
## Weapon System
- WeaponManager: weapons/weapon_manager.gd
- 1st person: SubViewport + vm_camera (layer 20)
- 3rd person: HumanoidModel.set_weapon()
## Skin System (NEW)
- Store skin metadata in loadout or player settings
- Each skin: display_name, model_path, texture_path, color_tint
- Apply by replacing HumanoidModel mesh nodes or swapping material
- For full model replacement: load GLB scene, reparent to player
## Godot 4.2.1 Compatibility
- absf() → abs()
- fog_sky_affinity → remove
- is not Type → not (x is Type)
- lerpf → lerp
- := from untyped arrays → explicit type
- preload() on parse-error scripts → load()