Adds debug/limb_deform_check.gd, which skins the leg vertices by hand and compares them against the rest pose across a sweep of run, walk, jump, fall, slide and dash. It reports lengthwise stretch (bending a knee can only shrink this, so growth is genuine stretching) and cross-section loss (the linear-blend "candy wrapper" collapse at a bent joint). No gameplay or character code changes in this commit. Current readings on Taila, through the full runtime stack: lengthwise stretch 1.05 worst (Body, ClothB, ClothCAndW), 1.03 outline shell cross-section 0.93 knee, 0.84 hip, 0.91 ankle Sanity check on the method: the measured rest span of the leg vertex cloud is 0.818 m against 0.843 m of thigh+shin bone length, so the skinning maths is producing real positions rather than plausible-looking noise. That is ordinary linear-blend skinning. Combined with the earlier findings — no bone pose basis deviating from a pure rotation by more than 0.00001, and no bone length drifting by more than 0.0000 m — the leg geometry is not squashing or stretching in any measurable way, so there is nothing here to fix blind. Committing the instrument so the next round starts from a number. Co-Authored-By: Claude Opus 4.8 <[email protected]>
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2 lines
20 B
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