- 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]>
17 lines
434 B
GDScript
17 lines
434 B
GDScript
extends CharacterBody3D
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class_name FakeMovementPlayer
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## Minimal stand-in for PlayerMovementController in movement unit tests.
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## Carries just the properties movement states touch, all inert.
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var jump_player = null
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var double_jump_player = null
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var footstep_player = null
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var dash_player = null
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var slide_player = null
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var wallrun_player = null
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var vault_player = null
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var wind_player = null
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var camera = null
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var head_pivot = null
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