80f24bfd01
checkpoint / checkpoint (push) Successful in 1m40s
- SpringArm3D was colliding with the player's own capsule (same layer) -> camera yanked up against the head. add_excluded_object(self) in _ready + gentler default pitch, shorter arm, lower pivot. - AvatarSystem.build_current_avatar() is now self-sufficient: loads the catalog itself and falls back to a bare default loadout if login didn't prime one. So the in-world player always shows an avatar, never the capsule, as long as the assets are packed (they are now). - New AvatarSystem.assemble_avatar(): builds a standalone avatar with a throwaway loader, touching no shared state -- so it's safe to call once for the local player AND once per remote peer. (load_avatar()'s shared loader reset()s and freed the previous avatar on every call.) - game.gd: remote players render as the assembled avatar too (shared default look, tinted per-peer, name tag) instead of a plain capsule. Client-side -- rebuild the exe. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ