M1d: creatures, hunting, weapons, food buffs and the hide cloak
- Rabbits, deer and boars with procedural meshes and animated legs, a state machine (idle/wander/flee/charge/dead) and heightmap steering that avoids water, cliffs, the world edge, trees and buildings - Spawner keeps a habitat-based budget around the player (6/4/3) - Melee needs a weapon or tool (club, spear, axe, pickaxe); box sweep hits - Wooden spear (thrust or throw) and crude bow with draw-scaled arrows; projectiles stick in the world as saved pickups - Carcasses: E to butcher for meat, hide and embedded arrows - Boars charge and gore when hit; hurt flash and a brief healing pause - Cooked meat gives Well fed (faster stamina and healing); buffs saved - Hide cloak: wear for warmth, saved, goes in the grave on death - Feathers as meadow pickups (appended, existing save ids unchanged) - New test_creatures_combat suite; run_all.sh gets a per-suite time limit
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@@ -27,6 +27,8 @@ var selected := 0
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var ui_open := false ## set by the inventory screen; freezes look/move
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var hands: Node3D
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var survival: Node ## health / stamina / hunger / warmth (survival.gd)
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var worn := "" ## item id of the cloak you're wearing ("" = none)
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signal worn_changed
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var _gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity", 9.8)
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