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>
Load UAL animation library onto the skeleton and play idle animation
after character assembly. Adds play_animation() and stop_animation()
public API. Searches all animation libraries for matching animation
name with common idle variant fallbacks.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
GDScript strict mode rejects type inference from Variant-returning
functions. JSON.parse_string() returns Variant — use explicit type
annotation to satisfy the parser.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Stig's review fix caught the first reference (line 9) but missed the
class docstring at line 27. Both now say 18 segments per D-160.
Co-Authored-By: Claude Opus 4.6 (1M context) <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>
Add CharacterVisualDescriptor (11-variant BodyType enum, wire format
encode/decode, body_type_key mapping) and CharacterVisual compositor
(runtime 3D character assembler with slot architecture, BoneAttachment3D,
clothing coverage, recolor mask loading, skin tone tinting, bone
validation). Includes 64 unit tests and Blender utility scripts.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>