feat: Add right hand/foot editor options, Flintstones Water Buffalo Lodge hat, hide controls in world editor, and easy main menu sound toggle
checkpoint / checkpoint (push) Successful in 6m19s
checkpoint / checkpoint (push) Successful in 6m19s
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@@ -84,14 +84,20 @@ func _run() -> void:
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# Check Category constants
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_check("Category 0 has slots: base_body, head, hair, face",
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ui.CATEGORIES[0]["slots"] == ["base_body", "head", "hair", "face"])
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_check("Category 1 has slots: chest, pants, torso, left_foot, left_hand",
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ui.CATEGORIES[1]["slots"] == ["chest", "pants", "torso", "left_foot", "left_hand"])
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_check("Category 1 has slots: chest, pants, torso, left_hand, right_hand, left_foot, right_foot",
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ui.CATEGORIES[1]["slots"] == ["chest", "pants", "torso", "left_hand", "right_hand", "left_foot", "right_foot"])
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_check("Category 2 has slots: back, accessory",
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ui.CATEGORIES[2]["slots"] == ["back", "accessory"])
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# 3. Friendly Item Names Verification
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var mohawk_name: String = ui.get_friendly_item_name("hair_mohawk_01")
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_check("hair_mohawk_01 friendly name is 'Mohawk'", mohawk_name == "Mohawk")
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var waterbuffalo_name: String = ui.get_friendly_item_name("hair_waterbuffalo_01")
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_check("hair_waterbuffalo_01 friendly name is 'Water Buffalo Lodge Hat'", waterbuffalo_name == "Water Buffalo Lodge Hat")
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var right_glove_name: String = ui.get_friendly_item_name("right_hand_glove_01")
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_check("right_hand_glove_01 friendly name is 'Right Glove'", right_glove_name == "Right Glove")
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var right_boot_name: String = ui.get_friendly_item_name("right_foot_boot_01")
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_check("right_foot_boot_01 friendly name is 'Right Boot'", right_boot_name == "Right Boot")
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var cyber_name: String = ui.get_friendly_item_name("head_cyber_01")
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_check("head_cyber_01 friendly name is 'Cyber Head'", cyber_name == "Cyber Head")
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var cargo_name: String = ui.get_friendly_item_name("pants_cargo_01")
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@@ -152,9 +158,19 @@ func _run() -> void:
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ui._on_category_tab_changed(1) # Clothing
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await process_frame
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var slot_list: HBoxContainer = ui.find_child("SlotList", true, false) as HBoxContainer
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_check("Switching to Clothing tab populates slot buttons", slot_list != null and slot_list.get_child_count() >= 3)
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_check("Switching to Clothing tab populates slot buttons", slot_list != null and slot_list.get_child_count() >= 5)
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var chest_slot_btn: Button = ui.find_child("Slot_chest", true, false) as Button
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_check("Slot_chest button exists in Clothing tab", chest_slot_btn != null)
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var right_hand_slot_btn: Button = ui.find_child("Slot_right_hand", true, false) as Button
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_check("Slot_right_hand button exists in Clothing tab", right_hand_slot_btn != null)
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var right_foot_slot_btn: Button = ui.find_child("Slot_right_foot", true, false) as Button
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_check("Slot_right_foot button exists in Clothing tab", right_foot_slot_btn != null)
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# Verify selecting right_hand slot populates items
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ui._select_slot("right_hand")
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await process_frame
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var right_glove_btn: Button = ui.find_child("Item_right_hand_glove_01", true, false) as Button
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_check("Item_right_hand_glove_01 button exists under right_hand slot", right_glove_btn != null)
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# 6. Skin & Colors Tab Verification
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ui._on_category_tab_changed(3) # Skin & Colors
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