Roblox-style blocky avatar + actually-visible build stamp
checkpoint / checkpoint (push) Successful in 1m52s

Avatar: rebuild the placeholder base body as a Roblox-classic (R6) figure --
six chunky solid box parts (head, torso, two arms, two legs) skinned one
part per bone onto the same 24-bone canonical rig, arms hanging at the
sides instead of a T-pose, plus a painted-on smile face. Classic
yellow/blue/green "noob" palette, flat single-colour surfaces (the old
capsule-segment chain read as a banded scarecrow). Attachments resized to
match the new proportions; head/hair/glove primitives are now boxes too
(dropped ~130KB spheres to ~3KB each).

Build stamp: it never rendered because `set_anchors_and_offsets_preset()`
plus `.position` on a zero-size Label collapses the rect to negative width.
Switched to a bottom-anchored full-width strip with explicit offsets and
text alignment, brighter colour + black outline. Shows on the main menu
(bottom-right) and in-world HUD (bottom-left) as `build PC3 <commit>`.

Verified: avatar smoke 14/14 from source and against the exported pack;
game.tscn + main_menu.tscn boot headless with no script errors.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
This commit is contained in:
2026-09-06 02:00:48 +00:00
parent 6ad91b895c
commit 9731615c34
17 changed files with 158 additions and 128 deletions
+16 -4
View File
@@ -46,13 +46,25 @@ static func _build_label() -> String:
func _show_build_stamp() -> void:
var layer := CanvasLayer.new()
layer.layer = 128
add_child(layer)
var lbl := Label.new()
lbl.text = "build %s" % _build_label()
lbl.add_theme_color_override("font_color", Color(1, 1, 1, 0.5))
lbl.add_theme_font_size_override("font_size", 13)
lbl.set_anchors_and_offsets_preset(Control.PRESET_BOTTOM_LEFT)
lbl.position = Vector2(8, -22)
lbl.add_theme_color_override("font_color", Color(1, 1, 0.45))
lbl.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.85))
lbl.add_theme_constant_override("outline_size", 4)
lbl.add_theme_font_size_override("font_size", 14)
# Anchor a full-width strip to the bottom of the screen and left-align the
# text in it. (A bare preset + .position on a zero-size Label collapses the
# rect to negative width and nothing draws -- which is why this never showed.)
lbl.set_anchors_preset(Control.PRESET_BOTTOM_WIDE)
lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_LEFT
lbl.vertical_alignment = VERTICAL_ALIGNMENT_BOTTOM
lbl.offset_left = 8
lbl.offset_right = -8
lbl.offset_top = -30
lbl.offset_bottom = -6
lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
layer.add_child(lbl)
+14 -3
View File
@@ -63,10 +63,21 @@ static func _build_label() -> String:
func _ready() -> void:
var v := Label.new()
v.text = "build %s" % _build_label()
v.add_theme_color_override("font_color", Color(1, 1, 1, 0.4))
v.add_theme_color_override("font_color", Color(1, 1, 1, 0.7))
v.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.85))
v.add_theme_constant_override("outline_size", 4)
v.add_theme_font_size_override("font_size", 12)
v.set_anchors_and_offsets_preset(Control.PRESET_BOTTOM_RIGHT)
v.position = Vector2(-140, -22)
# Full-width strip pinned to the bottom, text right-aligned. A bare
# BOTTOM_RIGHT preset + .position on a zero-size Label collapses the rect
# and nothing renders -- which is why this never showed up.
v.set_anchors_preset(Control.PRESET_BOTTOM_WIDE)
v.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
v.vertical_alignment = VERTICAL_ALIGNMENT_BOTTOM
v.offset_left = 8
v.offset_right = -10
v.offset_top = -28
v.offset_bottom = -6
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(v)
# Cache node references.
+128 -121
View File
@@ -6,38 +6,42 @@ extends SceneTree
## customization / in-world rendering can be built and tested now; real art
## swaps in later as a pure content change (catalog paths are unchanged).
##
## The base body is a Roblox-classic (R6) style blocky figure: six chunky box
## parts (head, torso, two arms, two legs) skinned one-part-per-bone onto the
## 24-bone canonical rig, arms hanging at the sides, plus a painted-on face.
##
## Run: godot --headless --path . --script res://scripts/tools/gen_placeholder_avatars.gd
## Output: res://assets/avatars/*.glb (13 attachments + 1 rigged base body)
const OUT_DIR := "res://assets/avatars/"
# Canonical rig — must match avatar_loader.gd CANONICAL_BONES. Each entry:
# name -> [parent_name, global_rest_position] (T-pose, Y-up, metres)
# Canonical rig -- must match avatar_loader.gd CANONICAL_BONES. Each entry:
# name -> [parent_name, global_rest_position] (A-pose, arms down, Y-up, metres)
const BONES := {
"Root": ["", Vector3(0.00, 0.00, 0.00)],
"Hips": ["Root", Vector3(0.00, 0.95, 0.00)],
"Spine": ["Hips", Vector3(0.00, 1.10, 0.00)],
"Chest": ["Spine", Vector3(0.00, 1.30, 0.00)],
"Neck": ["Chest", Vector3(0.00, 1.48, 0.00)],
"Head": ["Neck", Vector3(0.00, 1.60, 0.00)],
"HeadTop": ["Head", Vector3(0.00, 1.78, 0.00)],
"Jaw": ["Head", Vector3(0.00, 1.56, 0.06)],
"LeftEye": ["Head", Vector3(0.04, 1.64, 0.09)],
"RightEye": ["Head", Vector3(-0.04, 1.64, 0.09)],
"LeftShoulder": ["Chest", Vector3(0.06, 1.42, 0.00)],
"LeftUpperArm": ["LeftShoulder", Vector3(0.18, 1.42, 0.00)],
"LeftLowerArm": ["LeftUpperArm", Vector3(0.44, 1.42, 0.00)],
"LeftHand": ["LeftLowerArm", Vector3(0.68, 1.42, 0.00)],
"RightShoulder": ["Chest", Vector3(-0.06, 1.42, 0.00)],
"RightUpperArm": ["RightShoulder", Vector3(-0.18, 1.42, 0.00)],
"RightLowerArm": ["RightUpperArm", Vector3(-0.44, 1.42, 0.00)],
"RightHand": ["RightLowerArm", Vector3(-0.68, 1.42, 0.00)],
"LeftUpperLeg": ["Hips", Vector3(0.11, 0.90, 0.00)],
"LeftLowerLeg": ["LeftUpperLeg", Vector3(0.11, 0.50, 0.00)],
"LeftFoot": ["LeftLowerLeg", Vector3(0.11, 0.08, 0.04)],
"RightUpperLeg": ["Hips", Vector3(-0.11, 0.90, 0.00)],
"RightLowerLeg": ["RightUpperLeg", Vector3(-0.11, 0.50, 0.00)],
"RightFoot": ["RightLowerLeg", Vector3(-0.11, 0.08, 0.04)],
"Hips": ["Root", Vector3(0.00, 0.80, 0.00)],
"Spine": ["Hips", Vector3(0.00, 1.00, 0.00)],
"Chest": ["Spine", Vector3(0.00, 1.22, 0.00)],
"Neck": ["Chest", Vector3(0.00, 1.36, 0.00)],
"Head": ["Neck", Vector3(0.00, 1.44, 0.00)],
"HeadTop": ["Head", Vector3(0.00, 1.92, 0.00)],
"Jaw": ["Head", Vector3(0.00, 1.54, 0.14)],
"LeftEye": ["Head", Vector3(0.12, 1.66, 0.28)],
"RightEye": ["Head", Vector3(-0.12, 1.66, 0.28)],
"LeftShoulder": ["Chest", Vector3(0.22, 1.34, 0.00)],
"LeftUpperArm": ["LeftShoulder", Vector3(0.45, 1.30, 0.00)],
"LeftLowerArm": ["LeftUpperArm", Vector3(0.45, 1.02, 0.00)],
"LeftHand": ["LeftLowerArm", Vector3(0.45, 0.74, 0.00)],
"RightShoulder": ["Chest", Vector3(-0.22, 1.34, 0.00)],
"RightUpperArm": ["RightShoulder", Vector3(-0.45, 1.30, 0.00)],
"RightLowerArm": ["RightUpperArm", Vector3(-0.45, 1.02, 0.00)],
"RightHand": ["RightLowerArm", Vector3(-0.45, 0.74, 0.00)],
"LeftUpperLeg": ["Hips", Vector3(0.17, 0.78, 0.00)],
"LeftLowerLeg": ["LeftUpperLeg", Vector3(0.17, 0.40, 0.00)],
"LeftFoot": ["LeftLowerLeg", Vector3(0.17, 0.05, 0.05)],
"RightUpperLeg": ["Hips", Vector3(-0.17, 0.78, 0.00)],
"RightLowerLeg": ["RightUpperLeg", Vector3(-0.17, 0.40, 0.00)],
"RightFoot": ["RightLowerLeg", Vector3(-0.17, 0.05, 0.05)],
}
# Order matters: parents before children.
@@ -50,44 +54,44 @@ const BONE_ORDER := [
"RightUpperLeg", "RightLowerLeg", "RightFoot",
]
# Body segments: [boneA, boneB, radius] -> a capsule-ish box between the two,
# fully weighted to boneA. boneB "" means a small blob at boneA.
const SEGMENTS := [
["Hips", "Spine", 0.14],
["Spine", "Chest", 0.15],
["Chest", "Neck", 0.13],
["Neck", "Head", 0.05],
["Head", "", 0.11],
["LeftUpperArm", "LeftLowerArm", 0.055],
["LeftLowerArm", "LeftHand", 0.045],
["LeftHand", "", 0.05],
["RightUpperArm", "RightLowerArm", 0.055],
["RightLowerArm", "RightHand", 0.045],
["RightHand", "", 0.05],
["LeftUpperLeg", "LeftLowerLeg", 0.08],
["LeftLowerLeg", "LeftFoot", 0.06],
["LeftFoot", "", 0.06],
["RightUpperLeg", "RightLowerLeg", 0.08],
["RightLowerLeg", "RightFoot", 0.06],
["RightFoot", "", 0.06],
# Roblox-classic colour blocks.
const C_SKIN := Color(0.96, 0.80, 0.19) # bright yellow (head + arms)
const C_SHIRT := Color(0.05, 0.41, 0.67) # bright blue (torso)
const C_PANTS := Color(0.18, 0.49, 0.30) # bright green (legs)
const C_FACE := Color(0.05, 0.05, 0.06) # near-black (eyes + smile)
# Body parts: [bone, centre, size, colour]. Each part is one rigid box, fully
# weighted to its bone -- so the rig still drives it, but it reads as a clean
# solid block (no banding, no capsule taper).
const PARTS := [
["Head", Vector3(0.00, 1.62, 0.00), Vector3(0.60, 0.56, 0.56), C_SKIN],
["Spine", Vector3(0.00, 1.06, 0.00), Vector3(0.74, 0.64, 0.38), C_SHIRT],
["LeftUpperArm", Vector3(0.45, 1.04, 0.00), Vector3(0.27, 0.66, 0.31), C_SKIN],
["RightUpperArm", Vector3(-0.45, 1.04, 0.00), Vector3(0.27, 0.66, 0.31), C_SKIN],
["LeftUpperLeg", Vector3(0.17, 0.39, 0.00), Vector3(0.31, 0.80, 0.33), C_PANTS],
["RightUpperLeg", Vector3(-0.17, 0.39, 0.00), Vector3(0.31, 0.80, 0.33), C_PANTS],
# painted-on face -- thin plates on the front of the head (+Z), rigged to Head
["Head", Vector3(0.12, 1.66, 0.285), Vector3(0.07, 0.10, 0.02), C_FACE],
["Head", Vector3(-0.12, 1.66, 0.285), Vector3(0.07, 0.10, 0.02), C_FACE],
["Head", Vector3(0.00, 1.52, 0.285), Vector3(0.26, 0.05, 0.02), C_FACE],
]
# Attachments: id -> [Mesh, local_offset_from_mount_bone, colour]
# Mesh is built in _attachment_mesh().
const ATTACHMENTS := {
"head_cyber_01": ["head", Vector3(0, 0.02, 0.0), Color(0.20, 0.85, 0.95)],
"hair_mohawk_01": ["mohawk", Vector3(0, 0.02, 0.0), Color(0.90, 0.20, 0.35)],
"hair_ponytail_01": ["ponytail", Vector3(0, 0.0, -0.08), Color(0.45, 0.30, 0.15)],
"face_glasses_01": ["glasses", Vector3(0, 0.06, 0.10), Color(0.10, 0.10, 0.12)],
"chest_bandit_01": ["torso", Vector3(0, 0.0, 0.0), Color(0.55, 0.20, 0.20)],
"back_backpack_01": ["box", Vector3(0, 0.0, -0.16), Color(0.30, 0.35, 0.25)],
"pants_cargo_01": ["hips", Vector3(0, -0.18, 0.0), Color(0.30, 0.35, 0.45)],
"left_hand_glove_01": ["blob", Vector3(0, 0.0, 0.0), Color(0.15, 0.15, 0.18)],
"right_hand_glove_01": ["blob", Vector3(0, 0.0, 0.0), Color(0.15, 0.15, 0.18)],
"left_foot_boot_01": ["boot", Vector3(0, -0.02, 0.03), Color(0.12, 0.10, 0.09)],
"right_foot_boot_01": ["boot", Vector3(0, -0.02, 0.03), Color(0.12, 0.10, 0.09)],
"accessory_belt_01": ["belt", Vector3(0, 0.98, 0.0), Color(0.20, 0.18, 0.12)],
"accessory_necklace_01": ["belt", Vector3(0, 1.34, 0.02), Color(0.85, 0.75, 0.20)],
"head_cyber_01": ["head", Vector3(0, 0.04, 0.0), Color(0.20, 0.85, 0.95)],
"hair_mohawk_01": ["mohawk", Vector3(0, 0.0, 0.0), Color(0.90, 0.20, 0.35)],
"hair_ponytail_01": ["ponytail", Vector3(0, -0.06, -0.16), Color(0.45, 0.30, 0.15)],
"face_glasses_01": ["glasses", Vector3(0, 0.12, 0.16), Color(0.10, 0.10, 0.12)],
"chest_bandit_01": ["torso", Vector3(0, -0.12, 0.0), Color(0.55, 0.20, 0.20)],
"back_backpack_01": ["box", Vector3(0, -0.06, -0.28), Color(0.30, 0.35, 0.25)],
"pants_cargo_01": ["hips", Vector3(0, -0.04, 0.0), Color(0.30, 0.35, 0.45)],
"left_hand_glove_01": ["blob", Vector3(0, 0.0, 0.0), Color(0.15, 0.15, 0.18)],
"right_hand_glove_01": ["blob", Vector3(0, 0.0, 0.0), Color(0.15, 0.15, 0.18)],
"left_foot_boot_01": ["boot", Vector3(0, -0.02, 0.05), Color(0.12, 0.10, 0.09)],
"right_foot_boot_01": ["boot", Vector3(0, -0.02, 0.05), Color(0.12, 0.10, 0.09)],
"accessory_belt_01": ["belt", Vector3(0, 0.80, 0.0), Color(0.20, 0.18, 0.12)],
"accessory_necklace_01": ["necklace", Vector3(0, 1.30, 0.06), Color(0.85, 0.75, 0.20)],
}
var _fail := 0
@@ -108,7 +112,7 @@ func _initialize() -> void:
# ---------------------------------------------------------------------------
# Base body — rigged, skinned
# Base body -- rigged, skinned
# ---------------------------------------------------------------------------
func _global_rest(bone: String) -> Transform3D:
@@ -143,36 +147,46 @@ func _gen_base_body() -> void:
for bone in BONE_ORDER:
skin.add_named_bind(bone, _global_rest(bone).affine_inverse())
# Build one ArrayMesh surface from all segments, CPU-skinned to bind indices.
var verts := PackedVector3Array()
var normals := PackedVector3Array()
var bones := PackedInt32Array()
var weights := PackedFloat32Array()
var bind_index := {}
for b in range(BONE_ORDER.size()):
bind_index[BONE_ORDER[b]] = b
for seg in SEGMENTS:
var a: String = seg[0]
var b: String = seg[1]
var r: float = seg[2]
var pa: Vector3 = BONES[a][1]
var pb: Vector3 = pa + Vector3(0, 0.12, 0) if b == "" else BONES[b][1]
_append_box_between(verts, normals, bones, weights, pa, pb, r, bind_index[a])
var arr := []
arr.resize(Mesh.ARRAY_MAX)
arr[Mesh.ARRAY_VERTEX] = verts
arr[Mesh.ARRAY_NORMAL] = normals
arr[Mesh.ARRAY_BONES] = bones
arr[Mesh.ARRAY_WEIGHTS] = weights
# One surface per distinct colour so parts stay flat-shaded solids.
var groups: Dictionary = {} # Color (as key string) -> {color, verts, normals, bones, weights}
for part in PARTS:
var bone: String = part[0]
var centre: Vector3 = part[1]
var size: Vector3 = part[2]
var col: Color = part[3]
var key := col.to_html()
if not groups.has(key):
groups[key] = {
"color": col,
"verts": PackedVector3Array(),
"normals": PackedVector3Array(),
"bones": PackedInt32Array(),
"weights": PackedFloat32Array(),
}
var gg = groups[key]
_append_box(gg.verts, gg.normals, gg.bones, gg.weights,
centre, size, bind_index[bone])
var mesh := ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
var mat := StandardMaterial3D.new()
mat.albedo_color = Color(0.78, 0.66, 0.55)
mesh.surface_set_material(0, mat)
var surf := 0
for key in groups:
var gg = groups[key]
var arr := []
arr.resize(Mesh.ARRAY_MAX)
arr[Mesh.ARRAY_VERTEX] = gg.verts
arr[Mesh.ARRAY_NORMAL] = gg.normals
arr[Mesh.ARRAY_BONES] = gg.bones
arr[Mesh.ARRAY_WEIGHTS] = gg.weights
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
var mat := StandardMaterial3D.new()
mat.albedo_color = gg.color
mat.roughness = 0.9
mesh.surface_set_material(surf, mat)
surf += 1
var mi := MeshInstance3D.new()
mi.name = "Body"
@@ -185,38 +199,28 @@ func _gen_base_body() -> void:
root.free()
# Append an axis-aligned-ish box spanning pa..pb, all verts weighted 1.0 to bone_idx.
func _append_box_between(verts: PackedVector3Array, normals: PackedVector3Array,
# Append an axis-aligned box (centre, size) with every vert weighted 1.0 to bone_idx.
func _append_box(verts: PackedVector3Array, normals: PackedVector3Array,
bones: PackedInt32Array, weights: PackedFloat32Array,
pa: Vector3, pb: Vector3, r: float, bone_idx: int) -> void:
var axis := pb - pa
var len := axis.length()
if len < 0.001:
axis = Vector3(0, 0.1, 0)
len = 0.1
var dir := axis / len
var up := Vector3.UP if absf(dir.dot(Vector3.UP)) < 0.95 else Vector3.FORWARD
var right := dir.cross(up).normalized()
up = right.cross(dir).normalized()
var corners: Array[Vector3] = [
-right * r - up * r, right * r - up * r,
right * r + up * r, -right * r + up * r,
centre: Vector3, size: Vector3, bone_idx: int) -> void:
var h := size * 0.5
# 8 corners
var c: Array[Vector3] = [
centre + Vector3(-h.x, -h.y, -h.z), centre + Vector3(h.x, -h.y, -h.z),
centre + Vector3(h.x, -h.y, h.z), centre + Vector3(-h.x, -h.y, h.z),
centre + Vector3(-h.x, h.y, -h.z), centre + Vector3(h.x, h.y, -h.z),
centre + Vector3(h.x, h.y, h.z), centre + Vector3(-h.x, h.y, h.z),
]
# 8 corners: bottom ring at pa, top ring at pb
var pts: Array[Vector3] = []
for c in corners:
pts.append(pa + c)
for c in corners:
pts.append(pb + c)
var faces := [
[0, 1, 2, 3], [7, 6, 5, 4], # caps
[0, 4, 5, 1], [1, 5, 6, 2], # sides
[2, 6, 7, 3], [3, 7, 4, 0],
[0, 3, 2, 1], # bottom (-Y)
[4, 5, 6, 7], # top (+Y)
[0, 1, 5, 4], # -Z
[2, 3, 7, 6], # +Z
[1, 2, 6, 5], # +X
[3, 0, 4, 7], # -X
]
for f in faces:
var q: Array[Vector3] = [pts[f[0]], pts[f[1]], pts[f[2]], pts[f[3]]]
var q: Array[Vector3] = [c[f[0]], c[f[1]], c[f[2]], c[f[3]]]
var n: Vector3 = (q[1] - q[0]).cross(q[2] - q[0]).normalized()
for tri in [[0, 1, 2], [0, 2, 3]]:
for vi in tri:
@@ -227,7 +231,7 @@ func _append_box_between(verts: PackedVector3Array, normals: PackedVector3Array,
# ---------------------------------------------------------------------------
# Attachments — plain static meshes
# Attachments -- plain static meshes
# ---------------------------------------------------------------------------
func _gen_attachment(id: String, kind: String, offset: Vector3, col: Color) -> void:
@@ -239,6 +243,7 @@ func _gen_attachment(id: String, kind: String, offset: Vector3, col: Color) -> v
mi.position = offset
var mat := StandardMaterial3D.new()
mat.albedo_color = col
mat.roughness = 0.9
mi.material_override = mat
root.add_child(mi)
_write_glb(root, id)
@@ -248,25 +253,27 @@ func _gen_attachment(id: String, kind: String, offset: Vector3, col: Color) -> v
func _attachment_mesh(kind: String) -> Mesh:
match kind:
"head":
var m := SphereMesh.new(); m.radius = 0.13; m.height = 0.26; return m
var m := BoxMesh.new(); m.size = Vector3(0.60, 0.56, 0.56); return m
"mohawk":
var m := PrismMesh.new(); m.size = Vector3(0.06, 0.16, 0.30); return m
var m := PrismMesh.new(); m.size = Vector3(0.08, 0.20, 0.44); return m
"ponytail":
var m := CapsuleMesh.new(); m.radius = 0.04; m.height = 0.28; return m
var m := BoxMesh.new(); m.size = Vector3(0.14, 0.30, 0.16); return m
"glasses":
var m := BoxMesh.new(); m.size = Vector3(0.20, 0.05, 0.02); return m
var m := BoxMesh.new(); m.size = Vector3(0.44, 0.10, 0.03); return m
"torso":
var m := BoxMesh.new(); m.size = Vector3(0.34, 0.44, 0.22); return m
var m := BoxMesh.new(); m.size = Vector3(0.80, 0.66, 0.42); return m
"box":
var m := BoxMesh.new(); m.size = Vector3(0.26, 0.32, 0.14); return m
var m := BoxMesh.new(); m.size = Vector3(0.34, 0.40, 0.16); return m
"hips":
var m := BoxMesh.new(); m.size = Vector3(0.32, 0.30, 0.20); return m
var m := BoxMesh.new(); m.size = Vector3(0.66, 0.34, 0.40); return m
"blob":
var m := SphereMesh.new(); m.radius = 0.06; m.height = 0.12; return m
var m := BoxMesh.new(); m.size = Vector3(0.30, 0.24, 0.34); return m
"boot":
var m := BoxMesh.new(); m.size = Vector3(0.10, 0.10, 0.20); return m
var m := BoxMesh.new(); m.size = Vector3(0.34, 0.16, 0.42); return m
"belt":
var m := TorusMesh.new(); m.inner_radius = 0.12; m.outer_radius = 0.17; return m
var m := TorusMesh.new(); m.inner_radius = 0.22; m.outer_radius = 0.30; return m
"necklace":
var m := TorusMesh.new(); m.inner_radius = 0.10; m.outer_radius = 0.14; return m
_:
return BoxMesh.new()