Fix ESC-crashes-the-game, avatar facing backward, invisible build stamp
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
This commit is contained in:
2026-09-06 14:24:45 +00:00
parent 3fb45f0ef2
commit eb4da62f99
11 changed files with 71 additions and 39 deletions
+2 -5
View File
@@ -128,11 +128,8 @@ func _unhandled_input(event: InputEvent) -> void:
_update_input_direction(key)
elif not key.pressed:
_clear_input_direction(key)
# Escape exits the level back to the world browse list, mirroring
# the Back button pattern already used in world_list.gd/main_menu.gd.
if key.pressed and key.keycode == KEY_ESCAPE:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
get_tree().change_scene_to_file("res://scenes/world_list.tscn")
# ESC (leave the world) is handled by game.gd, the scene root that
# owns the network connection, so the teardown is a single path.
elif event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
_handle_mouse_look(event as InputEventMouseMotion)