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
31 lines
880 B
Plaintext
31 lines
880 B
Plaintext
[gd_scene load_steps=4 format=3 uid="uid://player_scene_001"]
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[ext_resource type="Script" path="res://scripts/player.gd" id="1_player"]
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[sub_resource type="CapsuleMesh" id="CapsuleMesh1"]
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radius = 0.35
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height = 1.6
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[sub_resource type="CapsuleShape3D" id="CapsuleShape1"]
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radius = 0.35
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height = 1.6
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[node name="Player" type="CharacterBody3D"]
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script = ExtResource("1_player")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("CapsuleShape1")
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[node name="CapsuleMesh" type="MeshInstance3D" parent="."]
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mesh = SubResource("CapsuleMesh1")
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[node name="CameraPivot" type="Node3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.2, 0)
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[node name="SpringArm3D" type="SpringArm3D" parent="CameraPivot"]
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spring_length = 3.5
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margin = 0.2
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[node name="Camera3D" type="Camera3D" parent="CameraPivot/SpringArm3D"]
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current = true
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