Generalize the body-renderer gate to all avatars so nameplates inherit
the existing visibility matrix (hide phase, found hiders, paint reveal,
conversion settle), and add the one case the body gate cannot cover:
hunters see camouflaged hider bodies during seek, so suppress hider
names for a local hunter viewer while LocalSubPhase == Seek.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- GameSettings: playerName field persisted in Settings.json
- NetworkPlayerSetup: owner-written DisplayName NetworkVariable
(seeded from settings on spawn, sanitized/truncated, live rename push)
- PlayerNameField: binds the session panel name input to settings
- PlayerNameplates: screen-space overlay labels above players with
distance-based font scaling (clamped min/max), pooling, FP self-hide
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
HTrace WSGI composites indirect lighting after post-processing using the
GBuffer albedo/occlusion of the player's stock URP GBuffer pass. That pass
knew neither the painted-height AO semantics nor the brightness/saturation
grade, so desaturated paint reappeared fully saturated in shadow/indirect
light and painted height modulated GI with the raw 0.5-centered value.
- PlayerCamoShared.hlsl (new): single source for camo knobs,
ApplyPaintedHeightSurface and ApplyCamoBodyGrade shared by both passes
- PlayerCamoGBuffer.hlsl (new): CamoGBufferFragment = URP 17.3 Lit GBuffer
fragment + height-AO remap on occlusion + grade applied to albedo
- PlayerCamoLit.shader: GBuffer pass now uses CamoGBufferFragment
- PlayerCamo.hlsl: consumes the shared helpers (forward path unchanged)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The swept-sphere probes tilt their contact normal while rolling over a
thin board's edge, which faked slope top-outs, ceiling hand-offs and
bare-rim vaults mid-face. Confirmed via temporary exit-path logging
(stripped again) and fixed at the verified causes:
- RaycastWallFace: confirm "face flattened into a slope" with a thin,
strictly horizontal ray instead of trusting the tilted sphere normal
(a vertical board still reads steep; real ramps still top out).
- Rim judging: the full-capsule span probe is the arbiter — while it
still sees a steep face anywhere along the capsule, re-adopt that true
normal (breaking the tilt self-amplification feedback loop) and keep
climbing; only a persistent rim (wallTopOutConfirm debounce) vaults.
- WallContinuesAbove: band-sampled horizontal sweep so a grazed shelf
edge above never reads as a cleared rim.
- Bare rim: parks by default (upward motion clamped); holding up vaults
over the edge via MantleOverEdge, headroom-gated.
- ProbeWallSpan sweeps strictly horizontally; center probe always
rejects down-facing hits (edge grazes), wall->ceiling hand-off only
via the explicit head-gap check against clearly down-facing surfaces.
- Slope/ground top-outs additionally gated on a genuine stand
(HasStandableTop) so a board's own top edge no longer detaches.
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>
- Replace all thin raycast climb probes with capsule-width SphereCasts:
fixes drop on thin boards (mid-face contact never lost, top-out only
fires at the real top edge) and edge flicker on curved surfaces
(continuous contact normal instead of per-frame face flips)
- Remove WallProbeTangentSamples fan fallback (obsolete with SphereCasts)
- Collapse WallInFront/WallPresentAtOffset/WallHitAt into WallPresentAt,
inline ApplyMeshOffset wrapper
- Trim redundant comments, keep non-obvious rationale and tooltips
- No serialized fields removed or renamed (prefab values intact)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
Player.mat gets _Saturation: 0 (neutral). PaintHudPanel renames
Slider_HalfLambertBrightness -> Slider_Brightness and adds Slider_Saturation
(range set for the new -1..0..+ semantics).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
ProbeWall now falls back to a horizontal multi-sample fan across the capsule
cross-section when the center ray misses, so a thin/narrow board keeps its
grab instead of dropping after wallExitGrace (which stays at 0.15). The
top-out mantle no longer commits on the first probe miss: it requires the
top-edge signature (wall at foot, moving up, headroom clear) to persist for
wallTopOutConfirm (new tunable, default 0.06s) and uses hardened multi-sample
foot/headroom probes, so a transient mid-face miss or a VHACD hull gap no
longer triggers a false mantle.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Cache each environment candidate's world AABB once per evaluation and gate
the expensive per-voxel tests (Collider.ClosestPoint, ContainsWorld, concave
raycast) behind a cheap bounds.Contains prefilter. Collapses the hot loop
from O(voxel x colliders) worth of ClosestPoint/raycast calls to O(voxel x
few) for dense collider clusters (VHACD hulls, furniture), removing the
framedrop when overlapping many colliders. Conservative AABB test never
drops a real hit, so EmbeddedPercent is identical, just cheaper.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Move brightness out of the half-lambert diffuse term to a final exposure
multiply on the whole shaded body color (diffuse + GI + specular), and add
a saturation grade (0 = neutral, -1 = grayscale, >0 = boosted) on the same
final stage. Saturation rides as a 4th component on CamoKnobs (Vector3 ->
Vector4) so it inherits all three persistence paths: HUD JSON, network
replication (_camo NetworkVariable), and painting-slot metadata. Wires the
renamed Slider_Brightness and new Slider_Saturation. Bumps HudFileVersion
and PaintMetaVersion with load-time remaps so existing paintings keep their
look (old 1=neutral saturation remaps to 0=neutral).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Reordered/updated the HTrace AO profile reference, MetallicIndirectFallback 1 -> 0 and DebugSceneMismatch 0 -> 1.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Added SkyboxEnvironmentUpdater to the scene and switched Environment Reflections to Custom with the generated SkyboxReflection cubemap; unassigned the borrowed Supercyan forest LightingData asset (m_LightingDataAsset -> 0) and lowered ambient intensity to 0.75. Gold material metallic 1 -> 0.9 to soften the reflection look.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
New [ExecuteAlways] component that renders the skybox (or an optional override material) into a custom reflection cubemap and refreshes DynamicGI so smooth/metallic materials reflect the sky without a baked LightingData asset. Uses a deferred apply plus a synchronous warm-render so the ambient probe resolves after domain reload; runs the reflection capture as a stripped CameraType.Reflection to avoid the URP MIP-bind error. Exposes reflection intensity (0..4) and optional ambient override.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Refreshed brush atlases (Brushes.psb + hard/soft/square PNGs), new DiscordChaos material + texture, and PaintHudPanel slider range/value tweaks.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
New Paintman-Wall animation and Pose_Wall asset (authored via the UMotion project) added to the Player's pose list. Player MeshPainter textureSize 1024->512.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Additional ProBuilder mesh work in The Room plus updated ProBuilder shape/select editor settings (Plane shape defaults).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
RunSeekPhase fired the interval ping from an accumulating countdown that discarded each cycle's frame overshoot and drifted seconds late over a match, while the HUD ping countdown is anchored absolutely to _seekStartTime. Fire on absolute interval boundaries (n*interval from _seekStartTime) instead, sharing the HUD's anchor so the on-screen timer hits 0:00 the same moment the sweep fires. A missed boundary is skipped, never bursted.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Drop the resolution gate in LoadPaintByName/ReadMapPng. A slot saved at any size is now bilinearly resampled per map to the current avatar's textureSize (new ResampleBilinear/Bilerp helpers, running on the stored bytes with no gamma conversion to match downstream consumption), so any painting loads onto any avatar regardless of the size it was saved at.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
hideDuration 90->120, seekDuration 300->240; radar ping interval and lifetime adjustments plus blip fade defaults.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Bundle Microsoft.CodeAnalysis (C#) plus its dependencies under
Assets/Plugins/Roslyn for source-generator / analyzer support.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
FurShell.mat: remove the now-orphaned _FurScaleInfluence serialization.
Player.prefab: _xrayFurStrength tuned to ~0 (fur X-ray glow off).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Drop the _FurScaleInfluence blend (fur stays a constant world length at
any avatar size, as tuned to influence 0) and scale the gravity curvature
droop by the avatar world scale (_FurObjScale) instead, so the bend tracks
the player: hider 0.5 => smaller droop, hunter 1.5 => bigger droop.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Material now stores the shader's new _FurObjScale/_FurScaleInfluence and
X-ray glow properties (template defaults; FurShellRenderer remains the
single source of truth and overrides them live from the painter).
Co-Authored-By: Claude <noreply@anthropic.com>
The fur is drawn from a CPU-baked unit-scale mesh whose instance matrix
carries the avatar's world scale, so the extrusion scaled fully 1:1 with
the player (hider 0.5 / hunter 1.5). That read as too-short fur on the
small hider and too-long on the big hunter, and the curvature droop was
sized off the raw unity_ObjectToWorld which doesn't carry the per-instance
scale in the RenderMeshInstanced path.
- FurShellRenderer pushes the avatar's lossyScale (_FurObjScale) plus a new
Fur Scale Influence (0..1, default 0.5) that blends the fur SIZE between
fully proportional (1) and a constant world length (0). The shader
pre-divides the object-space displacement so the net world length follows
effScale; curl droop and wind use the same effScale, keeping the curl
SHAPE invariant across avatar sizes and influence settings.
- The body's see-through X-ray reveal (forward half) is mirrored onto the
visible fur so strands glow WITH the reveal instead of hiding it under
opaque fur. FurShellRenderer pulls the live colour/pulse/flash from the
sibling MeshPainter (new getters), in phase with the body. A new X-Ray
Fur Strength (default 0.2) tames the per-shell accumulation, since the
body writes the glow once (opaque) but the fur stacks N transparent
shells that each composite it.
Co-Authored-By: Claude <noreply@anthropic.com>
- Manual hider ping on "E": server-authoritative RequestManualPing gated to
Seek + living hider; shared EmitRadarPings path so interval and manual pings
produce identical blips. Ping key read client-side in GameModeManager, role-
gated and excluded in FreeCam (E is fly-up there).
- Radar refreshes an existing blip for the same transform target instead of
duplicating it (lifetime resets to the configured value) via RadarTarget.Refresh.
- Blips fade in/out independently of the disc fade: per-blip MoveTowards factor
multiplied on top of the radar fade, refresh-safe, with separate in/out speeds.
- Resolution countdown waits for conversion statues to load: generalized the
match-start loading barrier (RunReadinessBarrier over _barrierTargets, hold
phase carried in MsgBeginLoad) and run it a second time over statue IDs before
starting the real resolveDuration. Only holds for Conversion with real statues.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Set GameModeManager.playersCollide to off in Main.unity, retune the
NetworkSimulator preset reference, and pick up the ConversionStatue
prefab's regenerated GlobalObjectIdHash.
Co-Authored-By: Claude Opus 4.8 <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>
Server-authoritative skip flag consumed by each phase wait loop
(loading barrier, hide/resolution wait, seek phase), routed via
authority like RequestEndMatch. Exposed as a [ContextMenu] and
public method; single transition per trigger, cleared on teardown.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Main.unity: matchLoadTimeout 30, hitRevealDelay 0.35 -> 0.2, sim
preset reselect (Mobile 2G), and remove the redundant AudioListener
on Radar Camera (silences the "2 audio listeners in scene" warning).