Fix ESC-crashes-the-game, avatar facing backward, invisible build stamp
checkpoint / checkpoint (push) Successful in 1m47s
checkpoint / checkpoint (push) Successful in 1m47s
ESC: player.gd changed scene directly while game.gd._exit_tree closed the socket, which re-fired server_disconnected -> _on_server_lost ran mid- teardown (add_child on an exiting node, await on a null get_tree(), a second change_scene_to_file). Moved ESC to game.gd as one ordered path: _leave_world() sets a _leaving guard, disconnects the _on_server_lost handlers before closing the connection, then changes scene. _on_server_lost and _exit_tree now respect the guard. Verified headless: ESC -> world_list, no errors; 2p multiplayer still connects. Avatar faced +Z but a Godot node's forward is -Z, so walking forward showed the character its own face. Rebuilt the placeholder facing -Z (face plates, eyes, jaw, toes, and front-mounted attachments all moved to negative Z; backpack/ponytail to +Z). The procedural walk was already written for -Z forward, so it's unchanged. Build stamp was there but tiny/low-contrast bottom-left -- bumped to 20px opaque yellow with a heavy outline, moved to the top-left strip. limb_animator: guard _process with is_instance_valid(_skel) so a frame landing during avatar teardown can't touch a freed skeleton. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
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@@ -42,7 +42,7 @@ func setup(skeleton: Skeleton3D) -> void:
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func _process(delta: float) -> void:
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if _skel == null or _idx.is_empty():
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if not is_instance_valid(_skel) or _idx.is_empty():
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return
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var moving := speed > MOVE_EPS
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