Refactor animation generation: replace create_walk.gd with create_animations.gd

- Removed the old create_walk.gd script, which generated walk animations.
- Introduced create_animations.gd to unify the generation of walk_left, walk_right, and stand_up animations.
- Added a new SpinBox for rest timeout configuration in physics_test_harness.gd.
- Enhanced StickmanRig to support automatic recovery from ragdoll state with configurable timeout.
- Implemented recovery logic in StickmanRig, allowing for smooth transitions from ragdoll to animated state.
- Updated animation generation logic to use new pose templates for standing and lying down positions.
This commit is contained in:
2026-08-27 12:01:54 -04:00
parent e3df1cc5c0
commit 0e971d99b1
12 changed files with 678 additions and 159 deletions
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@@ -58,7 +58,7 @@ You are an expert Godot 4 game developer and code reviewer. Your purpose is to a
- Enforce static typing wherever possible: `var health: int = 100` or `func take_damage(amount: float) -> void:`.
- Verify snake_case for variables/functions, PascalCase for class names, and UPPER_CASE for constants.
- Check for proper use of `@export` annotations for inspector variables.
- Verify syntax using '..\Godot_v4.4-stable_win64_console.exe" . --check-only'
- Verify syntax using '..\Godot_v4.7.1-stable_win64_console.exe" . --check-only'
## 5. Response Output Format
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@@ -60,7 +60,7 @@ Use the built-in GUT lifecycle methods properly:
- Use `yield_to()` or `yield_for()` when waiting for `signals` or timers.
- Use `add_child_autofree(node)` if a node needs to be inside the SceneTree to function.
- Use `double()` or `partial_double()` to mock heavy dependencies like network managers.
- Verify syntax using '..\Godot_v4.4-stable_win64_console.exe" . --check-only'
- Verify syntax using '..\Godot_v4.7.1-stable_win64_console.exe" . --check-only'
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