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
This branch never actually had the Godot scaffold — a workspace-reuse bug
(see agp source repo) let leftover backend/**/__pycache__/*.pyc files from
an unrelated task get swept into this branch's only prior commit, which
was checkpointed under this task's title despite containing zero Godot
files. Removing that garbage and bringing over the real project from
agent/997c429bc6b4 (the original PR's branch) with the review feedback
addressed:
- Play button no longer references the nonexistent scenes/game.tscn.
- Wired PlayButton/QuitButton [connection] entries in main_menu.tscn.
- Removed the invalid uid="uid://main_menu".
- Added .gitignore for .godot/.
- Removed the non-standard [export]/[export_options] sections from
project.godot (Godot 4 uses export_presets.cfg, not this).