Classic hit path now captures a statue record like conversion does;
rename the statue infrastructure (CaptureStatue/SpawnStatues/
DespawnStatues/_statueRecords) since it is no longer conversion-only.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Sweep over 48 files (Editor/ excluded): remove comments that restate the
code, condense class summaries, fix three stale doc statements
(HsvColorPicker alpha bar, PaintHud layoutPrefab, MasterVolume
FallbackDefault). Inline two single-use wrappers (IsPointerOverUi,
BuildModes), drop an unused using, replace a magic literal with the
existing ParallaxBase constant, and convert ~10 UnityEngine.Object null
checks to the implicit-bool convention. No serialized fields, signatures,
RPC/NetworkVariable names, defaults, or #if blocks touched.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Add a per-machine "Players Collide" switch on GameModeManager: a
self-healing reconciler routes the local capsule through other avatars'
body colliders via Physics.IgnoreCollision when disabled, re-asserting
every frame while off to survive the late-created runtime MeshCollider,
conversion respawns and teleport resets. Expose Active/ActiveVersion/
BodyCollider on NetworkPlayerSetup for the reconciler.
Give MatchStatue the same Active registry + BodyCollider pattern so the
frozen conversion statues obey the same toggle (they carry their own
paint MeshCollider but are deliberately not NetworkPlayerSetup avatars).
Also drive the statue's steady X-ray reveal in Resolution, matching an
un-found hider.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
In Conversion mode, capture a snapshot (pose index + paint) of each hider
at conversion time and materialize a frozen, painted statue at the found
spot for the resolution phase, independent of the now-hunter avatar.
- MatchStatue.cs (new): server-init pose/paint, network-driven pose then
freeze, reveal-gate (hidden until paint applied), kills inherited sim.
- PlayerPaintSync: _isStatue (sibling auto-detect) suppresses the three
auto-behaviours so MatchStatue drives the paint flow deterministically.
- MatchManager: statuePrefab; capture in ConvertToHunter; spawn on
resolution enter; despawn + record clear on EndMatch/teardown/start.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>