Commit Graph
14 Commits
Author SHA1 Message Date
adminandClaude Opus 4.8 97abbceef7 Rendering settings: add HTrace AO volume override, tune SSAO prefilter
DefaultVolumeProfile gains an HTraceAOVolume override (AO mode, intensity 2,
radius 2). PC_RPAsset flips the SSAO prefilter permutation (interleaved on,
blue noise off, high sample count). URP global settings register the extra
feature rid.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 07:24:09 +02:00
admin b74123188b Setup lighting (GI, AO) 2026-07-07 13:28:49 +02:00
adminandClaude Opus 4.8 f32f22f2b6 Rendering: tune shadows, SSAO and X-ray reveal pass
PC_RPAsset: shadow distance 50->100, retune cascade4 split, cascade border 0. PC_Renderer: rename the X-ray reveal-through-walls render feature/pass tag, SSAO intensity 0.4->0.35 and radius 0.2->0.125.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 22:37:13 +02:00
adminandClaude Opus 4.8 f5af0592f9 Project tooling: add Unity Recorder, drop stale PlayMode.meta
Add com.unity.recorder 5.1.6 (manifest + lock, pulls openimageio binding). Remove the now-orphaned Assets/Settings/PlayMode.meta folder asset.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 22:37:07 +02:00
adminandClaude 41d5b87e9e add multiplayer playmode package
Adds com.unity.multiplayer.playmode 2.0.2 (manifest + lock) for local multi-client testing. Serializes the package's generated PlayMode.meta and VirtualProjectsConfig.json.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-06 16:35:42 +02:00
adminandClaude Opus 4.8 c54e0cf502 Add see-through X-ray reveal overlay for players
Add a second, additive HDR emission color (_XRayColor) that reveals a
player through walls as a pulsing energy glow, driven during matches:

- Shader: XRayOverlay pass (ZTest Greater, additive) for occluded parts
  plus a matching additive term in the forward fragment for visible
  parts, so the glow shows everywhere and never double-blends. Exposes
  _XRayColor, _XRayPulseSpeed and _XRayPulseStrength for a breathing pulse.
- Render it after opaques via a RenderObjects feature (custom XRayReveal
  light-mode tag) on both PC and Mobile renderers, so the through-wall
  test is depth-sort independent and no longer drops out at some camera
  angles/distances.
- MeshPainter drives _XRayColor alpha through a framerate-independent
  fade (xrayFadeDuration) rather than a hard toggle.
- Reveal is driven per avatar on every client: all remaining un-found
  hiders glow during the Resolution phase, and a hider whose
  ConcealmentMeter EmbeddedPercent exceeds MatchManager.embeddedRevealPercent
  glows via an owner-authoritative NetworkVariable.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 12:22:17 +02:00
admin 7e5e33e228 Move the network prefabs list to Assets root and tidy editor tooling
Move DefaultNetworkPrefabs.asset out of Assets/Settings back to the Assets root (where NGO expects it), and fix the PlaySceneWindow domain-reload toggle to read and write EnterPlayModeOptions correctly.
2026-06-29 20:12:58 +02:00
admin fbbc46cc6e Update scenes, lighting and materials
Authoring pass on The Room plus lighting tweaks across Lobby and Main, add a new Gold material, and bump the PC renderer SSAO intensity and radius.
2026-06-29 20:12:49 +02:00
admin e351336b39 Reorganize project folders and clean up editor tooling
Move editor scripts to Assets/Scripts/Editor (PlaySceneWindow, SceneCollection),
move DefaultNetworkPrefabs and the Main Camera custom blends asset into
Assets/Settings, and shelve the unused HeroCutout shader/include under
Assets/Unused. Rename the Chameleon background texture, delete the obsolete
DefaultParentForEditor script and New Lighting Settings asset, add a The Room
SceneCollection asset, and drop the redundant Assets menu entry from the
StraightenKnees tool.
2026-06-29 16:23:50 +02:00
admin 054cadbd80 Tune player role scales, poses and render settings
Hunter scale 2.4 -> 1.5 and Hider 0.7 -> 0.5; Player prefab character
controller step offset and skin width tweaks (plus Unity field reserialization).
Pose assets get fall-clip fields and slightly lower controller height/center.
Lower SSAO intensity and radius in PC_Renderer; QualitySettings reserialized
by Unity (mesh LOD threshold, Switch 2 target).
2026-06-28 21:40:27 +02:00
admin 0df37b8e4a First working windows build 2026-06-28 13:16:21 +02:00
adminandClaude Opus 4.8 6166c2f4ba Move InputSystem_Actions into Settings folder
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 05:14:55 +02:00
adminandClaude Opus 4.8 6555db1487 Wire insect controller into scene and update settings
Add the new Player (Variant 2, Hand) with HandIK and the InsectController,
boot directly into Insect mode, and apply Unity-managed serialization updates
to the physics, renderer, and post-process settings assets.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 07:27:23 +02:00
adminandClaude Opus 4.8 fa4474f6d4 Initial commit: Unity mesh painter project
Unity 6000.3 (URP) project with live mesh painting in play mode.

- MeshPainter.cs: paint a SkinnedMesh with the mouse, seamless across
  UV islands via 3D-space painting, GPU and CPU backends (switchable),
  edge-padding/dilation against bilinear seam bleed
- FrameRateLimiter.cs: simple frame rate limiting component
- MeshPaintBrush / MeshPaintDilate shaders for the GPU paint path
- Unity-specific .gitignore and .gitattributes

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 12:03:24 +02:00