9901f6a34d
- 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.
21 lines
571 B
GDScript
21 lines
571 B
GDScript
#!/usr/bin/env -S godot --headless --script
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extends SceneTree
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func _init():
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var paths = [
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"res://assets/kenney/models/blaster.glb",
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"res://examples/multiplayer-fps/models/knife.fbx",
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"res://examples/multiplayer-fps/models/grenade.glb",
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]
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for p in paths:
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var scene = load(p)
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if scene:
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var inst = scene.instantiate()
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print(p, " -> type: ", inst.get_class(), " children: ", inst.get_child_count())
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for c in inst.get_children():
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print(" child: ", c.get_class(), " ", c.name)
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inst.queue_free()
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else:
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print(p, " -> FAILED TO LOAD")
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quit()
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