Major changes from runtime testing and iteration:
- Asset manifest (manifest.json) controls all available content —
replaces filesystem scanning, solves DirAccess/PCK export issue
- Dynamic tabs: only show tabs with manifest content
- Body segmentation: face-based exclusive assignment, hips split from
torso, torso_upper independent (not a variant)
- Eye color with iris-only mask from T_Eye_Split.png green channel
- Eyebrows tinted with hair color (from body segment, not separate GLB)
- Hair/clothing loaded as skinned meshes on shared skeleton
- Segment hiding disabled for clothing (solidify handles coverage)
- Gender-aware randomizer (no facial hair on female/teen)
- Clothing slots hidden when empty in manifest
- UI: color docks docked to bottom on all tabs, padding, flow layout
- Debug tab with per-segment visibility toggles
- Screenshot automation with test config JSON
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
TabContainer and its VBoxContainer parent vanish during scene
instantiation when loaded as a child of MainMenu in Godot 4.6.
Moving the entire tab panel construction to _ready() resolves
the issue — the .tscn now only defines the preview side and footer.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
@onready path resolution fails when the scene is instantiated as a
child of MainMenu — the node path is valid in the .tscn but the
layout hierarchy breaks during child instantiation in Godot 4.6.
Using find_child() is more robust for scenes that are dynamically
added to another scene's tree.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Godot 4.6 TabContainer silently destroys children defined in .tscn
during scene instantiation ("Parent path has vanished"). Moving tab
shell creation to _ready() fixes the right-side settings panel.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Dictionary.get() returns Variant, which fails GDScript's strict type
inference (warnings-as-errors). Add explicit type casts on all
dictionary access in clothing and accessory tab code.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- 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>
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>
Full character creation UI with 5-tab customisation panel (Body, Head,
Hair, Clothing, Accessories), live 3D compositor preview via SubViewport,
D-165 color picker modal, keyboard navigation, and game flow integration.
- CharacterCreation scene + script (~1440 lines) implementing wireframe spec
- SubViewport with Camera3D (frontal/dramatic/overhead presets per D-158)
- Cardinal rotation (Q/E) per D-155, randomise (R), Tab/Enter/Esc navigation
- Body type grid (11 types, D-159), skin tone dock (9 tones, shared state)
- Head template, hair, facial hair, eyebrow grids with DirAccess asset scanning
- Clothing slot selector with per-item Primary/Secondary/Accent tints
- Accessory slot selector with Primary/Secondary tints (Array[Color] descriptor)
- 54-swatch color picker modal (D-165) with hex input and recent colors
- Auto-derive flags for highlight, eyebrow tint, facial hair tint from hair primary
- Game flow: main_menu → archetype select → character creation → game start
- GameState.character_visual_descriptor field for gameplay consumption
- Updated accessory_tints from single Color to Array[Color] in descriptor + compositor
- 40+ GdUnit tests covering scene structure, signals, keyboard nav, color derivation
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>