Two fixes from the animation audit:
1. Variant cache key now includes the resolved animation name (e.g., Struggle.2).
Previously, the cache key only used context+parts, so the first random variant
pick was reused forever. Now each variant gets its own cache entry, and a fresh
random pick happens each time the context changes.
2. FullHead check changed from contains("Head") to startsWith("gltf_FullHead")
to prevent false positives on names like FullOverhead or FullAhead.
The resolver now tries FullHead* before Full* at each fallback step.
Example: FullHeadStruggle → FullStruggle → Struggle → FullHeadIdle → FullIdle → Idle
Previously FullHead* names were dead — the resolver never constructed them,
so animations named FullHeadStruggle were unreachable.
FullStruggle, FullWalk etc. animate body+legs but preserve head tracking.
FullHeadStruggle, FullHeadWalk etc. also animate the head.
The 'Head' keyword in the animation name is the opt-in signal.
Previously, any GLB with keyframes on free bones would animate them,
even for standard animations like Idle. This caused accidental bone
hijacking — e.g., handcuffs freezing the player's head because the
artist keyframed all bones in Blender.
Now the Full prefix (FullIdle, FullStruggle, FullWalk) is enforced:
only Full-prefixed animations can animate free bones. Standard
animations (Idle, Struggle, Walk) only animate owned bones.
This aligns the code with the documented convention in ARTIST_GUIDE.md.
- DataDrivenItemParser: downgrade animation_bones absence log from INFO to
DEBUG (was spamming for every item without the optional field)
- GlbValidator: read 12-byte GLB header first and reject files declaring
totalLength > 50 MB before allocating (prevents OOM on malformed GLBs)
- GlbValidator: WEIGHTS_0 check now uses the same mesh selection logic as
GlbParser (prefer "Item", fallback to last non-Player) instead of
blindly checking the first mesh
Strip pipe-delimited armature prefixes (e.g., "MyRig|body" -> "body")
from bone names in parseSeatSkeleton and remapSeatAnimations, matching
the existing stripping already present in GlbParser. Without this,
isKnownBone checks fail when Blender exports prefixed bone names.
- Use substring instead of replace for path cleanup (anchored, no double-strip risk)
- Document that corner_decorations ignores x/z offsets (by design)
- Add x_offset/z_offset to PositionedBlock for multi-block furniture clusters
- Furniture items now spread across 2-3 positions (matching original Java code)
- Offsets multiplied by inward direction for correct corner orientation
- Fix has_ceiling_chain: only oubliette has ceiling chains (was true for all 6)
- Fix firstCornerSpecial: oubliette cauldron uses x/z offset +1 (inward diagonal)
- Update parser to read x_offset/z_offset (defaults to 0)
- BUG-001: CRYPT bottom_row had unreachable mossy_stone_bricks (same f variable
makes mossy_cobblestone guard trigger first). Fixed weights: 0.20/0.10/0.70
- BUG-003: ICE ceiling ice stalactites (y_offset=10) were missing from JSON
- BUG-002: ICE snow corner layers use middle value (3) as compromise since
DecorationConfig.PositionedBlock doesn't support random_property
- Extract 11 movement fields from PlayerBindState into PlayerMovement component
- Replace volatile isStruggling/struggleStartTick pair with atomic StruggleSnapshot record
- Remove 5+2 misleading synchronized keywords (different monitors, all server-thread-only)
- Update all 36 MovementStyleManager field accesses to use getMovement() getters/setters
Q1: Remove F9 debug toggle from GltfAnimationApplier + delete dead
GltfRenderLayer + remove keybind registration
Q2: Move HumanChairHelper from state/ to util/ — pure utility with
no state dependency. 7 import updates.
Q3: Wire NECK collar equip flow in DataDrivenBondageItem:
- Target must be tied up (V1 rule preserved)
- Distance + line-of-sight validation
- Owner added to NBT before equip via CollarHelper.addOwner()
- V2EquipmentHelper handles conflict resolution
- ModSounds.COLLAR_PUT played on success
- OwnershipComponent.onEquipped registers in CollarRegistry