Commit Graph
2 Commits
Author SHA1 Message Date
adminandClaude Fable 5 2243cc823e Refactor: extract shared helpers across scripts, trim remaining doc redundancy
Deduplication pass (44 extractions):
- New SmoothedLook: shared smoothed yaw/pitch look tick + view seeding
  (FirstPersonController, FreeCamController)
- New CharacterTeleport: disable-CC-around-teleport idiom (rescue,
  owner position apply, free-cam sync)
- New GeometryUtil: RescaleToUnitScale + TransformBounds (concealment
  meter/volume, skinned collider baker)
- Paint family: canonical map read/write shared between Net and
  Persistence, snapshot decode, backend stroke dispatch, RebuildBackend,
  ResolveSeed, chunked RPC send/gate/copy, CamoKnobs/HeightKnobs
  aggregates, SanitizeFileKey, NewMaskTexture, AdoptAlbedo, FindSlider
- Player/modes: GameMode SetPlayerControl/SetPainting/SetOrbitInputEnabled,
  InputUtil.GameplayKeyPressed, NearestClimbHit, ComputeXRay delegates to
  ComputeResolutionFreeze, FingerIK TryInPlaneAngle
- Match/misc: UnhookSessionCallbacks, SendEmptyNamedMessage, SwapScenes,
  RunSessionOpAsync, CovarianceEigen, CollectClusterPoints, MatchHud
  GUIStyle cache, HsvColorPicker rehook, VoxelCenter

Documentation pass: remove 6 triplicated doc blocks and 2 restating
inline comments left after the previous reduction.

Behavior-neutral; hot-path rasterizer loops intentionally untouched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 12:33:48 +02:00
adminandClaude Opus 4.8 5b3fe1d3d1 Add the hide/seek/resolution match state machine
Drive the match through three server-authoritative phases (hide, seek,
resolution) with per-phase durations, broadcasting the active phase and
countdown to clients over the existing named-message infrastructure so
MatchManager stays a plain MonoBehaviour and Main keeps zero in-scene
network objects.

During hide, hider meshes are culled on hunter clients only (each client
computes visibility locally from role, phase and found state). During
seek, hunters shoot a single raycast from the first-person camera centre
(left click, cooldown-gated); a validated hit marks the hider found,
which hides its mesh for everyone and binds the owner to spectator
freecam. Seek ends early once every hider is found, then resolution runs
before returning to the lobby.

Force AlwaysAnimate on remote replicas so the animator keeps writing bone
transforms while the body is hidden or off-screen. The Paintman animator
is authored CullUpdateTransforms, so a culled renderer froze the pose on
the rest pose and the skinned collider baked that frozen pose, landing
replicated paint stamps on the wrong body location and leaving the
painting desynced after hiders were shown again.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 13:59:46 +02:00