fix(rendering): checkpoint main-character recovery and visual regression work
Handle late main-character data, guarded model construction, bounded retries and map correction. Validate player model sources and add lifecycle and real-asset visual regressions. Include pending material and character-selection changes, updated A1 screenshot, and the detailed rendering repair plan. Hair occlusion, full UI parity and final macOS package acceptance remain unfinished.
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@@ -305,9 +305,8 @@ func _rebuild_model() -> void:
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# Expansion armor textures live beside their GR2, outside the base PC pack.
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var body_path := String(pv.model.get("gr2_path"))
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pv.model.set("texture_dir", body_path.get_base_dir())
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# Shape zero uses the head/hair already included in the armor mesh.
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if int(c.get("hair_part", 0)) == 0:
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pv.model.set("hair_gr2", "")
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pv.model.set("lod_enabled", false)
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pv.model.set("flip_winding", true)
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pv._ground_model()
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var intro := pv.motion_dir.get_base_dir().path_join("intro/wait.msa")
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if pv.anim and FileAccess.file_exists(intro):
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