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
- avatar_slot_registry.gd: _slot_data/_slot_definitions made static (every
caller uses AvatarSlotRegistry.method() on the class, never an instance,
so the old instance _init() populating them was never invoked); moved
registry build to static func _static_init()
- avatar_catalog.gd: compute_loadout_hash() return type uint32 -> int
(GDScript has no fixed-width uint type)
- avatar_loader.gd: GLTFDocument.parse() (doesn't exist) -> the real
append_from_buffer()+generate_scene() API; Error.parse_error() (doesn't
exist) -> error_string(); Mesh.ARRAY_JOINTS (doesn't exist) ->
Mesh.ARRAY_BONES; removed a dead 'mesh is MultiMesh' check that can
never be true (MeshInstance3D.mesh is always Mesh, never MultiMesh);
fixed _merge_node_into_avatar to recurse into a Skeleton3D's children
(skinned meshes are commonly children of the skeleton in a GLB export,
the old code returned before ever reaching them)
- avatar_customization_ui.gd: added the missing _on_slot_button_pressed
handler (referenced by a button connect, never defined -- just calls
the existing _select_slot())
Verified: godot --headless --import + --quit is fully clean, and the
avatar_customization.tscn scene now instantiates successfully.
Remaining, scoped separately: avatar_visualizer.gd calls a
AvatarLoader.load_slot() static async API and SlotItem/SlotResult types
that don't exist -- AvatarLoader's real API (matching the project's own
avatar.md spec: one canonical skeleton, attachments retargeted onto it)
is instance-based load_base_body()/load_attachment(). AvatarVisualizer
needs rewriting to use that real API; it's the one out of step with spec,
not AvatarLoader.
- scenes/avatar_customization.tscn: script_extense -> script (typo meant
the customization UI script was never actually attached to the scene)
- scripts/avatar/avatar_loadout.gd: add missing class_name AvatarLoadout
(avatar_system.gd references the type everywhere; only this file among
the avatar scripts lacked its class_name)
- scripts/main_menu.gd: _ready() referenced _customize_button/_settings_button/
_quit_button but the @onready vars are named without the leading
underscore