12 Commits
Author SHA1 Message Date
adminandClaude Fable 5 2ec4e147b9 Update docs: acoustic taunt/whistle is implemented
Taunt sound plays on every radar ping (sweep + self-ping) on all
clients as positional 3D audio; move it from open questions to done
in GAME_DESIGN.md and note it in the README match-loop bullet.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 19:14:24 +02:00
adminandClaude Fable 5 a7f0ee0280 Docs: correct mode-switch docs — Esc/Tab both open the overview menu
Tab is an alternate binding for the overview menu, not a direct
mode toggle; mode switching happens via the menu buttons.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 18:36:51 +02:00
adminandClaude Fable 5 7240b82e9b Docs: bring GAME_DESIGN.md up to date, minor README consistency tweaks
GAME_DESIGN.md was ~100 commits behind: sphere brush with backface
rejection, spray, emission channel, camo/material sliders (runtime-only
persistence), radial pose menu + rendered pose icons, overview/escape
menu, rendering stack (HTrace WSGI / Deferred+, AVP shader URP ports,
lobby GI toggle), Poly Haven / ambientCG importers and misc editor
tools. README: radial pose menu + overview menu mentions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 18:33:09 +02:00
adminandClaude Fable 5 1468921ca2 Docs: mark result screen + win evaluation as done, reorder next steps
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 20:41:26 +02:00
adminandClaude Fable 5 755fffa997 Docs: bring GAME_DESIGN.md up to date with current feature set
Add shipped features (session browser, radar pings + self-ping taunt,
X-ray reveal, conversion statues, match start trigger, fur shells, PBR
paint channels + camo knobs + painting library, settings persistence,
SkyboxEnvironmentUpdater, volumetric climb probes), correct stale claims
(MatchHud is uGUI, matchmaking exists), reprioritize next steps.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 08:29:25 +02:00
adminandClaude Opus 4.8 2166d2b67a Note painting undo as done in the design doc
Undo is implemented (checkpoint-based, replicated); a separate full reset
is intentionally unnecessary since undo covers it. Drop the stale open item
and polish note.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 18:37:18 +02:00
adminandClaude Opus 4.8 6e76510005 Update the game design doc to the current state
Move the implemented systems (netcode, hunter role, phase/timer match
loop, win conditions, both match modes, spawn areas, shooting,
role-based visibility, spectator freecam, networked paint) out of the
"missing" section, document the multiplayer and match-loop subsystems,
and trim the open items to what's actually left.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 18:20:20 +02:00
adminandClaude Opus 4.8 3b26f2e622 Add per-pose fall animation state and clip
Play a dedicated falling animation when the player is airborne and
descending past a scale-aware velocity threshold.

- PlayerCharacterController: new IsFalling state + Fall Animation Speed
  threshold (true only when !grounded && !wallClimbing && descending,
  scaled via CapsuleScale); explicitly false during wall/ceiling climb.
- PlayerPose: per-pose Fall Clip + Fall Clip Speed (mirrors walk/run).
- PlayerPoseController: select the fall clip while falling, fall back to
  the idle clip when a pose has none (no regression).
- Author content: Paintman-Fall.anim assigned to Pose_Idle; UMotion
  project, Player prefab and scene authoring.
- Docs: check off the fall animation in GAME_DESIGN.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 13:49:16 +02:00
adminandClaude Opus 4.8 4c28d1488d Add movement accel/decel, camera smoothing, and Running animator hook
- Smooth acceleration/deceleration on ground and air movement
- Interpolated scroll zoom and low-pass smoothed orbit rotation
- Drive Animator "Running" bool while moving on the ground
- Add Paintman animator controllers and animation clips
- Update README and GAME_DESIGN docs for sprint, accel, camera smoothing and animator hookup

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 22:35:50 +02:00
adminandClaude Opus 4.8 97450eba56 Drop camouflage scoring and single-player AI from design doc
Decide on pure online multiplayer (no single-player/PvE, no seeker AI)
and remove the automatic camouflage-scoring feature; the seeker judges
camouflage by eye. Update vision, checklists and next steps accordingly.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 17:02:57 +02:00
adminandClaude Opus 4.8 d12d8cbd0f Add README and refine game design doc
- Add concise English README (overview, features, controls, getting started)
- Fix Meccha Chameleon casing in the design doc

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 16:57:45 +02:00
admin 4dd71134dc Rename docs folder to Docs 2026-06-22 16:47:09 +02:00