Netcode: receiver-side paint reveal gate + fur pipette gating

Hide remote avatars until this client has actually applied a snapshot
reaching the owner-published baseline cutoff, preventing the default
grey/white material from flashing before a player's painting has loaded.

- PlayerPaintSync: owner-authoritative _publishedCutoff NetworkVariable,
  receiver tracks _appliedCutoff; explicit blank publish for never-painted
  avatars so they still reveal.
- NetworkPlayerSetup: cache _paintSync, hide body renderers on spawn, gate
  UpdateVisibility on PaintRevealReady.
- MeshPainter.Pick: fur toggle now follows pickedHeight (own paint-mesh
  only), matching the Occlusion/Height pipette behaviour.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-07-04 12:08:46 +02:00
1 parent 49704448e9
commit ed09d6a1b0
3 files changed
+47 -6

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@@ -108,6 +108,7 @@ public class NetworkPlayerSetup : NetworkBehaviour
private float _renderGateUntil; // Time.time deadline that lifts _renderGate; frame-driven (see UpdateVisibility) so a mid-settle disable/despawn can't strand the body hidden forever
private MeshPainter _painter; // owns the per-avatar material instance carrying _XRayColor
private PlayerPaintSync _paintSync; // receiver-side reveal gate: body hidden until this client applied the painting
private ConcealmentMeter _concealment; // owner-only embedded-percent source (disabled on remotes)
private PlayerCharacterController _controller; // sibling, cached (the freeze re-asserts per frame)
private bool _xrayApplied;
@@ -120,6 +121,7 @@ public class NetworkPlayerSetup : NetworkBehaviour
_active.Add(this); // scoreboard registry (paired with OnNetworkDespawn)
_bodyRenderers = GetComponentsInChildren<SkinnedMeshRenderer>(true);
_painter = GetComponentInChildren<MeshPainter>(true);
_paintSync = GetComponentInChildren<PlayerPaintSync>(true);
_concealment = GetComponentInChildren<ConcealmentMeter>(true);
_isFound.OnValueChanged += OnFoundChanged;
if (_isFound.Value) ApplyFound(); // defensive: an avatar is never normally spawned already-found
@@ -150,6 +152,11 @@ public class NetworkPlayerSetup : NetworkBehaviour
// simulation (input/movement) and the CharacterController's own depenetration.
DisableLocalSimulation();
// Receiver-side reveal gate: hide the body from the very first frame until this client has applied
// the owner's painting baseline (see PlayerPaintSync.PaintRevealReady). Without this a freshly
// spawned remote flashes the default grey/white material before its painting arrives.
SetBodyRenderers(false);
// The concealment meter (per-frame bake + voxelization + overlap) only feeds the LOCAL player;
// a remote's concealment is computed on its own owner's machine, so here it is wasted CPU.
if (_concealment) _concealment.enabled = false;
@@ -274,7 +281,10 @@ public class NetworkPlayerSetup : NetworkBehaviour
if (IsOwner && !found) return;
// While the conversion render gate is up, the body stays hidden no matter what ComputeVisible says.
bool visible = !_renderGate && ComputeVisible(found);
// The paint gate is an additional hard hide: a remote body never shows before this client has
// applied its painting (owner is always ready; a null sync - offline/single-player - never gates).
bool paintReady = !_paintSync || _paintSync.PaintRevealReady;
bool visible = paintReady && !_renderGate && ComputeVisible(found);
if (_visibilityApplied && visible == _lastVisible) return;
SetBodyRenderers(visible);
}