- Removed the is_predicting() early-return in weapon_manager._rollback_tick
which blocked all weapon actions on the client (player owned by server)
- Added client-side weapon loadout initialization in player-spawner._spawn
so the player has weapons immediately, before server state sync arrives
- Server reconciles via rollback state sync
Movement was fixed in v0.2.2 (window focus grab). This addresses
the remaining 'can't switch or use weapons' issue.
Added explicit window focus grab after connecting (lan-bootstrapper.gd)
so keyboard input is properly received by the input system.
Also added diagnostic debug prints to trace input pipeline.
- Changed _gun_model type from MeshInstance3D to Node3D
(all imported GLB/GLTF weapon models have Node3D root)
- Added check_models.gd diagnostic script
The type mismatch at WeaponManager._load_weapon_models:73
was the only script error in the user's game.log.
Headless bot tests confirm movement still works fine.