Third-person camera + fix the avatar customize preview
checkpoint / checkpoint (push) Successful in 1m34s
checkpoint / checkpoint (push) Successful in 1m34s
You couldn't see your own character because the camera was first-person (inside the avatar's head), and the customize screen's 3D preview rendered nothing. - player.tscn: camera now hangs off a SpringArm3D on a CameraPivot, 4 m behind + above the player, pulled in on collision. player.gd: yaw still turns the body, pitch orbits the arm (starts tilted down to frame the avatar). - avatar_customization_ui.gd: the preview SubViewport had own_world_3d=false, so it shared the Control-only main world -- no scenario, nothing rendered. Set own_world_3d=true, add a WorldEnvironment with ambient fill + a key/fill light pair, make the camera current, tweak framing. - smoke_test_player: assert the third-person SpringArm rig (18/18). - smoke_test_enter_world: wait longer for the scene change -- a real POST /join spawns a dedicated server, which is slow (9/9). Client-side change -- rebuild the exe to get it. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
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@@ -81,7 +81,7 @@ func _run() -> void:
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return
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enter_button.pressed.emit()
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await _wait_for_scene_change(instance, 60)
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await _wait_for_scene_change(instance, 600) # generous -- a real POST /join may spawn a dedicated server (slow)
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var game_scene := current_scene
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if not _check("game.tscn became current_scene after Enter World", game_scene != null and game_scene != instance):
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