Pie menu, weapon system, Btn node, weapon slots wired to player
- Replace
RadialMenuwithPieMenu: 12-segment pie with visibility bits - Add
pie-menu-uifs.scwith per-segment visibility and hover highlight - Add
Btnnode with hover highlight shader andonClickcallback - Add close button to
InvUiviaBtnnode - Add
Weapon::Ctorwith mesh, idle, attack, and player attack anims - Wire
StaffandBhsconstructors toWeapon::Ctorwith anim paths - Add
Player::setCurWeapon: spawns weaponSkMeshfrom Weapon item data - Add
Player::onPieMenuSelected: routes pie selection to weapon/inv/etc Player::secondaryTrigopens pie menu and centers/hides cursor- Pie menu closing restores cursor and HUD visibility
- Remove hardcoded BHS anim refs from Player; use
curWeaponinstead - Weapon slot null-guard: only attack if
curWeaponand weapon exist - Add typed
Slot<I>::getItem()returningconst I* - Add
BaseSlot::getItem()returningconst Item* - Add
InvUiweapon slot getters for pie menu visibility checks - Add
isVisibleguard tomouseBtnDown/Up/WheelinNodeUi - Fix
TileViewleft click to returnonTileClickresult - Remove unused
hp-icoandmana-icofrom asset preloads - Remove log statements from loot, crystal sanctuary guardian
- Assert on texture load failure instead of logging