refactor(client): remove archetype selection, fix Randomise→Randomize
- Remove character_select.tscn and character_select.gd entirely (Smuggler/Detective archetypes removed per v0.2 pivot) - New Game goes straight to character creation - Rename Randomise→Randomize throughout (US English convention) - Add *.import and *.uid to client gitignore (import artifacts) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -114,7 +114,7 @@ const RECENT_SLOTS := 9
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@onready var _cam_angle_btn: Button = $Layout/PreviewPanel/PreviewOverlay/CamAngleBtn
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@onready var _tab_container: TabContainer = $Layout/TabPanel/TabContainer
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@onready var _footer_back: Button = $Footer/BackBtn
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@onready var _footer_randomise: Button = $Footer/RandomiseBtn
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@onready var _footer_randomize: Button = $Footer/RandomizeBtn
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@onready var _footer_start: Button = $Footer/StartBtn
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@onready var _modal_root: Control = $ColorPickerModal
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@@ -179,7 +179,7 @@ var _modal_recent_btns: Array[Button] = []
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var _clothing_dock_container: Control = null
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var _accessory_dock_container: Control = null
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# --- Cached asset scan results (populated once during tab build, reused by randomise) ---
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# --- Cached asset scan results (populated once during tab build, reused by randomize) ---
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var _cached_hair_ids: Array = []
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var _cached_head_ids: Array = []
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@@ -212,11 +212,11 @@ func _ready() -> void:
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_rotate_right_btn.pressed.connect(_on_rotate_right)
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_cam_angle_btn.pressed.connect(_on_cam_angle_toggle)
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_footer_back.pressed.connect(_on_back)
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_footer_randomise.pressed.connect(_on_randomise)
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_footer_randomize.pressed.connect(_on_randomize)
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_footer_start.pressed.connect(_on_start)
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_footer_back.text = UIStrings.get_text("character_creation.btn_back")
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_footer_randomise.text = UIStrings.get_text("character_creation.btn_randomise")
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_footer_randomize.text = UIStrings.get_text("character_creation.btn_randomize")
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_footer_start.text = UIStrings.get_text("character_creation.btn_start")
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_rotate_left_btn.text = UIStrings.get_text("character_creation.btn_rotate_left")
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_rotate_right_btn.text = UIStrings.get_text("character_creation.btn_rotate_right")
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@@ -1117,7 +1117,7 @@ func _input(event: InputEvent) -> void:
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_on_rotate_right()
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get_viewport().set_input_as_handled()
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KEY_R:
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_on_randomise()
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_on_randomize()
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get_viewport().set_input_as_handled()
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KEY_ENTER, KEY_KP_ENTER:
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_on_start()
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@@ -1147,10 +1147,10 @@ func _on_start() -> void:
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# =============================================================================
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# Randomise
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# Randomize
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# =============================================================================
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func _on_randomise() -> void:
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func _on_randomize() -> void:
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var all_types := CharacterVisualDescriptor.BodyType.values()
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_descriptor.body_type = all_types[randi() % all_types.size()]
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_descriptor.skin_tone = randi() % CharacterVisual.SKIN_TONES.size()
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