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]>
101 lines
3.0 KiB
GDScript
101 lines
3.0 KiB
GDScript
extends Node
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## Autoload: manages all available player skins.
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##
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## Skins come from two places:
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## 1. Built-in color tints for the procedural model (registered below).
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## 2. assets/characters/skins/skins.json — written automatically by
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## tools/pipeline.py for every imported character. No code changes needed
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## to add a new model: run the pipeline, restart the game, it's there.
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##
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## The selected skin persists to user://skin_selection.cfg and is synced to
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## other players via PlayerMovementController.synced_skin_id.
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signal skin_changed(skin_id: String)
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const SKINS_JSON := "res://assets/characters/skins/skins.json"
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const SELECTION_CFG := "user://skin_selection.cfg"
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var skins: Dictionary = {}
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var active_skin_id: String = "default"
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func _ready() -> void:
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_register_builtin_skins()
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_load_skins_json()
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_load_selection()
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print("SkinManager: %d skins available" % skins.size())
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func _register_builtin_skins() -> void:
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_add_color_skin("default", "Default", "Standard issue", Color(0.2, 0.4, 0.8))
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_add_color_skin("red_team", "Red Team", "Red team colors", Color(0.8, 0.2, 0.2))
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_add_color_skin("forest", "Forest", "Forest camouflage", Color(0.2, 0.6, 0.2))
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func _add_color_skin(id: String, display_name: String, description: String, tint: Color) -> void:
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var skin := PlayerSkin.new()
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skin.skin_name = display_name
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skin.description = description
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skin.color_tint = tint
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skin.is_unlocked = true
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skins[id] = skin
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func _load_skins_json() -> void:
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if not FileAccess.file_exists(SKINS_JSON):
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return
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var file := FileAccess.open(SKINS_JSON, FileAccess.READ)
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if not file:
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return
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var data = JSON.parse_string(file.get_as_text())
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file.close()
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if not data is Dictionary or not data.has("skins"):
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push_warning("SkinManager: skins.json is malformed")
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return
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for entry in data["skins"]:
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if not entry is Dictionary or not entry.has("id"):
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continue
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var skin := PlayerSkin.new()
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skin.skin_name = entry.get("name", entry["id"])
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skin.description = entry.get("description", "")
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skin.model_path = entry.get("model", "")
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skin.is_unlocked = entry.get("unlocked", true)
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skins[entry["id"]] = skin
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# ── Selection ─────────────────────────────────────────────────────────────────
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func get_skin(skin_id: String) -> PlayerSkin:
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return skins.get(skin_id, skins["default"])
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func get_active_skin() -> PlayerSkin:
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return get_skin(active_skin_id)
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func set_active_skin(skin_id: String) -> void:
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if not skins.has(skin_id) or not skins[skin_id].is_unlocked:
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return
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active_skin_id = skin_id
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_save_selection()
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skin_changed.emit(skin_id)
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func get_skin_ids() -> Array:
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return skins.keys()
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func _save_selection() -> void:
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var cfg := ConfigFile.new()
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cfg.set_value("skin", "active", active_skin_id)
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cfg.save(SELECTION_CFG)
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func _load_selection() -> void:
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var cfg := ConfigFile.new()
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if cfg.load(SELECTION_CFG) == OK:
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var saved: String = cfg.get_value("skin", "active", "default")
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if skins.has(saved):
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active_skin_id = saved
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