Three dead controls on the customization screen:
- Skin tone slider did nothing: neither the visualizer nor AvatarSystem
ever read loadout.skin_tone. Added AvatarLoader.apply_skin_tone() -- it
retints the base body's skin surfaces (matched by the placeholder skin
albedo, i.e. head + arms) -- and both build paths call it. Slider now
maps across a deep-to-pale skin range.
- "Cyber Head" did nothing: its catalog entry was type "body_part", which
load_attachment() rejects, and the placeholder body is one mesh so there
was nothing to hide either. Retyped it as an attachment -> it mounts on
the Head bone as a cyber visor.
- Mohawk / ponytail sat inside the head: the Head and HeadTop bones were
well below the visual head (bone at 1.58, head crown at ~2.03). Moved
Head to the head's centre and HeadTop just above the crown (mesh is
rigidly bound, so it doesn't move), and retuned the hair/visor/glasses
meshes and offsets to match.
Verified: avatar smoke 14/14 (source + pack), fresh-clone, 2p multiplayer,
and drove the real customization screen in rendered screenshots (equip
head+mohawk+mid skin, then ponytail+glasses+pale skin).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
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
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
assets/avatars/catalog.json referenced 14 GLB files that were never in the
repo, so the avatar system could not load a single avatar. And the loader's
assembly path had never run against a real skeleton -- it called
Skeleton3D.has_bone() (no such method in Godot 4) and hand-copied bones in a
way that dropped the skin binding.
- scripts/tools/gen_placeholder_avatars.gd: generates the pack headlessly via
GLTFDocument -- one rigged/skinned base body (the full 24-bone canonical
rig from a T-pose) + 13 primitive attachments. Crude on purpose; real art
swaps in as a pure content change (catalog paths unchanged).
- assets/avatars/*.glb: the generated pack (checked in).
- avatar_loader.gd: rewrote _parse_glb_as_avatar to lift the skin-bound
Skeleton3D that generate_scene() already produces, instead of rebuilding it.
Attachments now mount via BoneAttachment3D to the catalog's mount_bone and
are actually added to the avatar tree (they were parsed then dropped).
Fixed the has_bone() crash, the null ARRAY_BONES cast in _retarget_skin,
and the Array[String] type mismatch on the accessory list.
- smoke_test_avatar_system.gd: replaced the "asserts it fails gracefully
because the files don't exist" section with a real assembly check --
Skeleton3D present, full 24-bone rig, canonical bones resolve by name,
visible body mesh, equipped items mounted to bones. 14/14 from a cold cache.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ