fix(ui): address PR #99 review — character creation editor fixes
13 fixes from PR #99 review on #705 (character editor): - #10/#11: Add _get_swatch_color() helper; fix stale closure in _make_color_swatch (reads current color at click time, not construction time); fix _on_modal_ok to use helper instead of wrong get_child(0) traversal - #12: Replace HSV palette with D-165 hardcoded hex values (6×9 rows, muted HSL per spec — reds/greens/blues/purples/browns/grays) - #13: Fix fallback asset IDs to match actual files — hair: bald/ bob/buzzed/long; heads: head_001–004; facial hair: beard/moustache/ mutton_chops (stubble removed — no asset) - #14: Remove invented "slot field" TODO comment; replace with name-prefix convention note - #15: Fix overhead camera pitch 0.0°→-80.0° (0° was horizontal, not top-down as intended per D-158) - #16: Make hair highlight swatch non-interactive (_make_display_swatch); remove _on_hair_highlight_changed and _hair_highlight_auto flag - #17: Remove no-op self-assignment in _on_hair_selected; remove redundant assignment inside _hair_highlight_auto block - #18: Store _clothing_dock_container/_accessory_dock_container as instance vars — eliminates fragile get_child(3).get_child(0) chain - #19: Fix test_r_key_triggers_randomise — replaces assert_bool(true) with a real assertion checking body_type or skin_tone changed - #20: Cache scan results in _cached_hair_ids/_cached_head_ids during tab build; _on_randomise() reads cache (no re-scan per keypress) - #21: Fix character_visual.gd docstring "21 segments" → "18 segments" - #22: Fix _get_accessory_ids_for_slot — apply slot name-prefix filtering instead of returning all accessories for every slot Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -6,7 +6,7 @@ extends Node3D
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## pre-authored asset files. No runtime deformation — selects and attaches meshes.
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##
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## All asset paths derived programmatically from BASE_PATH + descriptor fields:
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## bodies/{body_type}/seg_{name}.glb (D-160: 21 segments per body type)
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## bodies/{body_type}/seg_{name}.glb (D-160: 18 segments per body type)
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## heads/templates/{head_id}.glb (D-161: head as BoneAttachment3D)
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## hair/{hair_id}.glb (BoneAttachment3D to Head bone)
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## clothing/{item_id}/{body_type}.glb (D-162: pre-fitted per body type)
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