Commit Graph
366 Commits
Author SHA1 Message Date
adminandClaude Opus 4.8 2195427e6c Content/Authoring: The Room + Hemnes-Shelf-Concealment-Collider
- 24 generierte Concealment-Collider fuer Hemnes Shelf (The Room)
- The Room.unity Umbau, Lobby.unity, Couch_Big-Prefab-Wiring
- White Glow.mat, Majoras Mask.glb.meta

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 21:36:49 +02:00
adminandClaude Opus 4.8 8abcb8b4ff MeshPainter-Pipette: von AVP/*-Shadern picken + Console-Spam-Fix
- Material-Read-Helper (GetColorProp/GetTexProp/GetFloatProp/ApplyST) auf
  variadische Namenslisten umgestellt
- Albedo/Metallic/Smoothness/Emission der AVP-Shader (POM, Glass, Velvet,
  Velvet_Curtains) werden jetzt name- und typ-tolerant gepickt
- typ-gepruefter HasProp (Shader.GetPropertyType) verhindert GetFloat-Spam
  bei _Metallic/_Smoothness als Textur
- ConcealmentVolume: begleitende Anpassung

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 21:36:43 +02:00
adminandClaude Opus 4.8 2a6aeec5e2 Update The Room + Main scene authoring and window/audio settings
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 17:04:32 +02:00
adminandClaude Opus 4.8 c637c566ce Add concealment colliders for The Room light/shelf props
Generate concealment colliders for Big_Light_01, Kallax_Chest and
Kragsta_Tall in The Room; wire the Big_Light_01 prefab and scene
references. Includes incidental ProBuilder settings churn.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 23:00:11 +02:00
adminandClaude Opus 4.8 b2f602589e Content/authoring: concealment colliders, scene + material tweaks, ignore third-party asset packs
- Generated concealment colliders for The Room (Fortuny ON base/top)
- Main + The Room scene edits, Wall_White material variants
- ProjectSettings churn (PackageManager, ProBuilder settings)
- .gitignore: exclude imported Allsky / ArchVizPRO Vol.6 / Isle of Assets packs

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 09:17:39 +02:00
adminandClaude Opus 4.8 50c33acb7e Fix bloom firefly flicker: enable clamp, raise threshold
Clamp override was off (value 65472 = effectively unbounded), so single
bright HDR pixels pulsed the bloom frame-to-frame. Clamp on at 80,
threshold 0.6->0.8, intensity 0.2->0.3.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 09:17:29 +02:00
adminandClaude Fable 5 14eddbb427 Wire generated pose icons, icon scales and pose button sprite
- Icon_pose_{ball,hold,idle,sit,star,wall}.png (rendered via PoseIconStage) as sprites
- Pose assets: icon references + per-pose iconScale tuning; Hold re-serialized with missing default fields
- Main: pose overview button sprite; Pose Icon scene framing tweaks; Player.mat shader switch

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 21:09:05 +02:00
adminandClaude Fable 5 5f5892047c Add pose icon capture pipeline, icon scale, Esc/Tab opens overview in paint mode
- PoseIconStage: permanent editor capture pipeline (context menu 'Capture All Icons') — renders each entry at 4096x4096, alpha-crops, writes Icon_pose_*.png and wires sprites onto matching PlayerPose assets
- PlayerPose: new iconScale property (0.1-2), applied to the icon child in PoseMenu's radial layout
- OverviewMenu: paint-mode special-case removed — Esc/Tab opens the overview menu in every mode

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 21:08:56 +02:00
adminandClaude Fable 5 2de153d8fe Add toon shader with outline for pose icon stage
Cel-shaded white body with tinted shadow band plus inverted-hull
clip-space outline (constant screen width, works in deferred via
SRPDefaultUnlit). Key light added to the Pose Icon scene, material
wired to the Paintman.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 18:59:15 +02:00
adminandClaude Fable 5 ed1d171ed3 Authoring: hotkey hints on menu buttons, pose radial radius, Player.mat
Main: Taunt/Pose button labels show their hotkeys (E/C), pose radial
radius 220 -> 150. Player.mat switched to URP Lit (drops invalid
keyword), UMotion project state churn.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 18:48:17 +02:00
adminandClaude Fable 5 083d0b8430 Add PoseIconStage editor component and Pose Icon scene
Applies a pose clip plus root position/rotation to the staged Paintman
for authoring pose icons (screenshot pipeline follows later).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 18:48:07 +02:00
adminandClaude Fable 5 7e9f255de5 Cycle pose directly instead of radial menu with 2 or fewer poses
With a small pose set (hunter) the pose button and C hotkey advance
to the next pose immediately instead of opening the radial overlay.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 18:48:00 +02:00
adminandClaude Fable 5 21cb0ac8ad Center icon button label with fixed width, drop obsolete per-instance overrides
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 16:22:25 +02:00
adminandClaude Fable 5 292ec430a3 Main: Pose UI wiring (PoseMenu, radial items container, pose button)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 16:17:46 +02:00
adminandClaude Fable 5 3a2e8a7057 Add radial pose menu with hotkeys, remove C cycle hotkey
- PlayerPose: Icon (Sprite) + Title (string) UI properties
- PoseMenu: modal pause overlay building a radial menu from Icon Button
  prefab instances; active pose disabled (hover ring marks it); click
  applies pose via SetPoseIndex and closes
- OverviewMenu: pose button wiring with pause hand-off, Esc/Tab chain
  extended; hotkeys C (toggle pose menu) and V (paint mode) mirroring
  the buttons incl. identical gating
- PlayerPoseController: C cycle hotkey and NextPose() removed

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 16:17:40 +02:00
adminandClaude Fable 5 c3d9c06118 Fix wall-climb jitter in pinches between two surfaces
The center re-probe could miss the still-touching climbed face and adopt
a hit on a different collider much farther out, flipping the wall normal
and letting the standoff servo drag the capsule across the pinch every
other frame. When the probed gap is well beyond the standoff and the
full-capsule span still holds a steep surface meaningfully closer, keep
that contact instead of defecting to the far hit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 15:44:27 +02:00
adminandClaude Fable 5 782c3b4381 Block escape/tab menu while loading locally (join sync + Loading phase)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 15:30:31 +02:00
adminandClaude Fable 5 cab7590774 Main: taunt icon button wiring in Overview UI
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 15:22:54 +02:00
adminandClaude Fable 5 c6a22c1643 Add taunt button, Tab as Escape alternative, free cam Q/E removal
- OverviewMenu: taunt button (manual ping + close, hider/seek-only), Tab triggers the Escape chain (TypingGuard-gated)
- GameModeManager: LocalPlayerIsHider helper, allow E-ping in free cam (Q/E no longer used for movement)
- FreeCamController: vertical movement only via Space/Ctrl
- Icons: Icon_taunt (wired), Icon_firstperson_paint (unwired, for later)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 15:22:47 +02:00
adminandClaude Fable 5 1054bcd3d6 Main: Overview UI icon buttons authoring
Scene edits wiring the new Icon Button prefab/icons into the Overview
menu (includes the usual re-save YAML reshuffle) plus TMP font SDF
atlas churn from the UI work.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 14:46:51 +02:00
adminandClaude Fable 5 c6b67faa60 Add Overview UI icon set, Icon Button prefab and hover/disabled ring
- 7 generated icons (settings, statistics, paint, freecam, thirdperson,
  firstperson v3 viewfinder, spectator eye) + hand-painted hover ring,
  full-res PNGs imported as sprites (max size 256)
- Icon Background texture (user asset)
- IconButtonHover: shows the Hover child on pointer hover or while the
  button is non-interactable (doubles as active-mode marker)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 14:46:41 +02:00
adminandClaude Fable 5 bb57a97ed7 Main: Match Results menu wiring
New Match Results menu + button (user authoring), MatchResultScreen
_panelRoot reference; includes the usual re-save YAML reshuffle.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 12:55:13 +02:00
adminandClaude Fable 5 7669ae1b66 Complete Match Results modal: standalone overlay, auto-open on resolution
MatchResultScreen becomes a self-contained modal (IsOpen/Open/Close,
_panelRoot, pause handling); resolution auto-open moves there from the
session browser. OverviewMenu integrates it into the Esc chain and hides
the Match Results button until results exist (same pattern as the
role-scoped mode buttons).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 12:55:05 +02:00
adminandClaude Fable 5 fdb562bba5 Main: Overview UI wiring for the new escape menu
- Overview UI canvas active, OverviewMenu component wired to panel,
  browser reference and mode buttons; includes YAML reshuffle from the
  scene re-save (content verified unchanged).
- EditorSettings: known 1-line churn.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 12:34:21 +02:00
adminandClaude Fable 5 7ac6038121 Add OverviewMenu escape menu, remove Tab mode cycling
- New OverviewMenu component: Esc toggles the pause overlay, buttons
  switch modes via GameModeManager.TrySwitchTo<T>() and close the panel;
  visibility follows the role-scoped mode set, active mode disabled.
- Esc in paint mode exits to camera mode instead (PlayerControlMode,
  hunter falls back to FirstPersonMode) rather than opening the menu.
- Centralized all Esc handling in OverviewMenu (browser close included)
  to avoid frame races; OnlineSessionBrowserUI gains IsOpen/Open/Close.
- GameModeManager: switchKey Tab-cycle removed, TrySwitchTo<T> added.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 12:34:12 +02:00
adminandClaude Fable 5 367bc9cee0 Content: Steam Audio export rename + wall transmission tuning
- The Room export split/renamed to 'The Room Scene.asset' / 'The Room Audio.asset' under Assets/Scenes (old root-level export removed), scene references updated
- Default Steam Audio material: transmission raised (0.8/0.6/0.3) so walls dampen less aggressively
- EditorSettings: enter-play-mode options reset

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 00:26:08 +02:00
adminandClaude Fable 5 4c63a5e5dd Audio: radar taunt at head height + Steam Audio source tuning
- MatchManager: taunt positions resolve the FirstPersonTarget child instead of the player root (shared TauntPosition helper, root fallback)
- SoundEffectInstance: physics-based distance attenuation + raycast occlusion on runtime SteamAudioSource

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 00:26:01 +02:00
adminandClaude Fable 5 7f18dc82f6 Content: The Room Steam Audio geometry export
SteamAudioGeometry on Map root (exportAllChildren) + exported static
mesh asset so occlusion raycasts have scene geometry to hit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 23:33:38 +02:00
adminandClaude Fable 5 706100e322 Audio: per-SoundEffect occlusion via Steam Audio + 3D flag refactor
- New occlusion opt-in on SoundEffect: spatialized instances get a
  SteamAudioSource with raycast occlusion + frequency-dependent
  transmission (walls muffle instead of hard-mute)
- Replace SoundEffectDistanceRange asset indirection with an explicit
  _3d bool (user refactor); rolloff/distance now left to defaults
- Hey.asset: occlusion enabled

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 23:33:29 +02:00
adminandClaude Fable 5 c25d0777c2 Content: Hey taunt asset, audio folder, radar sound wiring
New Assets/Audio/ with Hey.asset (+ ogg samples), Sound Effect
Distance Range moved there; Main.unity wires Hey.asset to the
MatchManager radar ping; The Room AudioSource tweak and regenerated
Player.prefab GlobalObjectIdHash (editor churn).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 23:11:46 +02:00
adminandClaude Fable 5 0172a1e834 Radar ping taunt sound + per-SoundEffect spatialize opt-in
MatchManager: new Radar Ping Sound property; MsgRadarPing now goes to
all clients (spawnBlips flag keeps blips hunter-only), sound plays 3D
at each pinged hider. Distance-based stagger (speed of sound + 35 ms
min gap) prevents phase cancellation when multiple hiders ping.

SoundEffect: new spatialize toggle (per asset, applied only to 3D
instances -> Steam Audio HRTF); removed unused fade field.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 23:11:39 +02:00
adminandClaude Fable 5 a36f398b94 Add Steam Audio 4.8.1 spatializer plugin
Official Unity package under Assets/Plugins/SteamAudio; enabled as
Spatializer + Ambisonic Decoder in the audio settings (HRTF: sounds
behind the listener are filtered/muffled directionally). Download
staging Tools/SteamAudio/ gitignored.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 23:11:30 +02:00
adminandClaude Fable 5 1093e22ff9 Player prefab: regenerated Netcode GlobalObjectIdHash
Editor-side churn from a prefab re-save (NetworkObject hash regen).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 22:22:02 +02:00
adminandClaude Fable 5 1d5676ab3c Stop paint particles when no stamp lands during a held stroke
Particles kept playing at the last hit position when the cursor left the
mesh mid-stroke. New _stampLandedThisFrame flag: reset before each stamp
attempt, set only where the dab actually paints (after placement and
corner guard); no landed stamp -> StopPaintParticles immediately.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 22:21:56 +02:00
adminandClaude Fable 5 094cf3a493 Paint-Partikel beim Malen: Emission pro Stamp, Scale = Brush-Radius, Farbe = Brush-Albedo mit Helligkeits-Streuung
- MeshPainter: Paint Particles Prefab, lazy Instanz, Play/Stop am Stroke, MinMaxGradient (Albedo +-25%/15% dunkel/hell)
- PaintSplatter.prefab + Paint Particle Material/Textur, Wiring am Player.prefab
- FurShellRenderer: Kill-Switch-Destroy nur im Play-Mode (Edit-Mode-Error beim Prefab-Load)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 22:13:16 +02:00
adminandClaude Fable 5 a5438cf5a0 Main: normalisierte Cursor-Hotspots am CursorController
Enthält zwangsläufig auch den PaintHud-RectTransform-Churn (Prefab-Override-Anker/Größen) — Szenen-File nicht splitbar.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 21:35:46 +02:00
adminandClaude Fable 5 423a2d15ec Cursors: Krea-Grafiken in voller Auflösung, Blank-Cursor beim Malen, normalisierte Hotspots
- Cursor_Normal/Paint/Pipette: generierte Grafiken jetzt in Vollauflösung (766-829 px, Max Size im Importer steuert Anzeigegröße), Paint-Ring-Inneres freigestellt
- Neuer Cursor_Blank (transparent): wird während eines Strokes auf dem Mesh gesetzt statt Cursor.visible zu togglen (fixt Flicker-Kampf mit dem Orbit-Input)
- CursorController: Hotspots normalisiert (0-1, unabhängig von Import Max Size); Zustandskette Pipette > (Stroke ? Blank : Paint) > Normal; off-mesh während Stroke -> Normal
- MeshPainter: StrokeInProgress-Flag (Maustaste auf Paint-Pfad gehalten)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 21:35:36 +02:00
adminandClaude Fable 5 653bc79236 Main: wire Cursor Controller into scene (+ UI RectTransform churn)
Scene file can't be split: also carries PaintHud anchor/size re-serialization
from the layout pass.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 18:09:22 +02:00
adminandClaude Fable 5 ae5fa63141 Custom mouse cursor: normal/paint/pipette with recorder-aware software mode
- CursorController: polls painter state in LateUpdate; paint cursor only
  while the brush preview decal actually draws (MeshPainter.BrushPreviewVisible),
  pipette while held/toggled, fallback to normal over UI (InputUtil.PointerOverUi)
- Auto ForceSoftware while Unity Recorder is recording (reflection into
  editor-only assembly, 0.5s poll, editor-only) so the cursor is captured;
  back to hardware cursor when recording stops
- 3 placeholder cursor PNGs (32x32, cursor import type) with per-cursor hotspots

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 18:09:14 +02:00
adminandClaude Fable 5 9decea3501 The Room: scene pass (generated skybox reflection cubemap churn)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 17:48:29 +02:00
adminandClaude Fable 5 03c7243fa6 PaintHud: layout pass (anchors/size tweaks, one element disabled)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 17:48:29 +02:00
adminandClaude Fable 5 39ab1a3ced Disable FurShellRenderer globally (not production-ready yet)
IsGloballyEnabled() kill switch: Awake destroys the component at
runtime, OnEnable self-disables in the editor. Flip the constant to
re-enable.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 17:48:29 +02:00
adminandClaude Fable 5 0541a6416f The Room: Fur-Wiring (rootAO 0.4, neuer FurShellRenderer), Wall_White ohne Env-Reflections, Mobile_Renderer XRay-Umbenennung
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 16:59:38 +02:00
adminandClaude Fable 5 b4e4c19e54 FurShell: Performance-Umbau (Distanz-LOD, Cutout+Early-Z, Tip-to-Root) + Deferred+/HTrace-Fixes
- Distanz-LOD am Renderer (Start/End/Min Shells, pro Kamera), Rendering Layer Mask wie beim MeshRenderer
- Cutout in der AlphaTest-Queue statt Transparent-Blend (Early-Z killt Overdraw), Shells tip-to-root submitted
- LightMode UniversalForwardOnly (Deferred+ hatte den Opaque-Pass sonst nicht gezeichnet)
- FurGBuffer-Pass (ComplexLit-Muster): HTrace WSGI sieht das Fell, kein Durchscheinen mehr
- Root-AO-Fix: Grading straehnen-relativ (gradeH) statt absoluter Shell-Hoehe -- schwarze Streifen weg
- Distanz-Aggregations-Fade wieder entfernt (auf Wunsch, Fern-Straehnen bleiben voll)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 16:59:38 +02:00
adminandClaude Fable 5 4ed74a5005 The Room: fur test object wiring + cubemap churn
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 14:30:53 +02:00
adminandClaude Fable 5 874ddccb4f FurShell: per-pixel z-order between fur objects (ZWrite On + coverage clip)
Transparent queue sorted fur draws per object, so overlapping fur
renderers swapped in front of each other frame to frame. FurForward
now writes depth; new Depth Sort Clip tunable discards low-coverage
fragments before they write depth (avoids halo punch-through).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 14:30:47 +02:00
adminandClaude Fable 5 38b9369051 Fix master volume not applied on startup
The mixer's start snapshot overwrites exposed params set before the
first frame, so the BeforeSceneLoad SetFloat was discarded. Re-apply
the saved volume after one frame (Awaitable.NextFrameAsync).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 13:06:44 +02:00
adminandClaude Fable 5 46b8d532b6 Enable third-person camera collision against BlockCam layer only
- Main: Deoccluder CollideAgainst = BlockCam (256), CameraRadius 0.01,
  HeroCutout.replaceDeoccluderPullIn off (re-enables AvoidObstacles at runtime)
- Lobby: Floor moved to BlockCam layer

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 12:50:27 +02:00
adminandClaude Fable 5 720a4c96f7 Content: frame texture maps, scene passes, BlockCam layer prep
- Generated _normal/_height maps for all frame photo textures (DeepBump)
- The Room: picture frame pass; Lobby/Test Map scene passes
- AudioMixer: unmute group
- New layer 8 "BlockCam" (TagManager) + Main Camera culling mask includes it

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 12:30:31 +02:00
adminandClaude Fable 5 57a4627b81 PictureFrameBuilder/Shader: lighting parity, HTrace GBuffer pass, absolute frame metrics
Shader (PictureTessellationLit):
- Lighting parity with URP Lit: lightmaps, shadowmask/mixed, APV, DBuffer
  decals, vertex additional lights, rendering layers, fragment fog
- UniversalGBuffer pass (with tessellation + graded albedo) so HTrace WSGI
  composes correct GI instead of a cyan veil over pictures
- Skip GPU tessellation entirely when strength/displacement is 0
- Inspector ranges matched to builder (-3..3 bump, -10..10 tessellation)

Builder:
- Frame Thickness & Padding are now absolute meters (size-independent)
  instead of fractions of the picture size
- Tooltip updates for the new default/range semantics

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 12:30:19 +02:00