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
Root cause: a stale .godot/global_script_class_cache.cfg was force-committed
to the repo (last regenerated before the avatar system merged), and Godot
does not rebuild the global class registry on a plain headless scene run --
only an editor scan / `--import` does. So every cross-file `class_name`
reference in the avatar module failed to resolve from a fresh clone, and the
AvatarSystem autoload failed to instantiate entirely.
- Untrack .godot/ and sandbox_probe/.godot/ (already in .gitignore; were
force-added during old WIP checkpoints)
- Reference sibling avatar scripts via preload() constants instead of their
global class_name, so the module parses independent of scan order. Keeps
the class_name declarations for editor/tooling use.
- avatar_loadout.gd's static from_json() factory self-references via a
preload const too (a script can't resolve its own class_name mid-compile
on a cold cache).
- smoke_test_avatar_system.gd: same preload treatment so it runs from a bare
`--script` invocation.
Verified from a wiped .godot/: main_menu.tscn and game.tscn boot with zero
script errors; smoke_test_avatar_system 10/10, smoke_test_player 15/15,
smoke_test_main_menu_ui 13/13, smoke_test_test_level PASS.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
Merges the pre-existing avatar system implementation (catalog, slot
registry, loadout, glTF-based loader, customization UI, visualizer --
~2300 lines across scripts/avatar/) onto current main, which had
diverged significantly since this branch was last touched (PC1 UI
fixes, PC2's playable level/player/multiplayer work).
Fixes found while integrating:
- project.godot had wholesale-replaced the [autoload] section again
(same recurring pattern as the multiplayer server/client branches),
dropping the ApiClient autoload entirely. Restored it additively
alongside AvatarSystem.
- All other real conflicts (main_menu.tscn/.gd, main.tscn, .godot
cache) were pure "this branch re-created a stale duplicate of
something main already has" -- resolved by taking main's version,
confirmed via `git diff` that this task's own changes never touched
those files' actual logic.
New: scripts/smoke_test_avatar_system.gd -- confirms AvatarSystem is a
real autoload, the committed catalog.json parses, loadout equip/
validate/JSON-round-trip works against real catalog entries, and --
since assets/avatars/*.glb model files don't exist yet -- that
AvatarLoader.load_base_body() fails gracefully (null + load_error
signal) rather than crashing when given a real catalog entry with no
backing file. 10/10 passing.
Verified no regressions: all 10 pre-existing Godot smoke suites still
pass against a live backend, and all 61 backend pytest tests pass.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN