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>
The atlas was generated at sampling 159 with padding 4 (~40:1 instead
of the required ~10:1), so at small render sizes the SDF edge smoothing
could never reach zero alpha at the glyph quad border - every character
rendered a faint translucent rectangle. Regenerated in place (same
asset/GUID/material): sampling 85 / padding 8, gradient scale 9, full
Latin-1 charset (native umlauts instead of fallback mixing), kerning
pairs rebuilt. LiberationSans fallback asset picks up the current
serialization format from the re-save.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Mid-match joiners now spawn a dedicated empty Spectator prefab (NetworkObject
+ SpectatorSetup only) instead of a fully stripped Player prefab. The FreeCam
rig is a standalone scene object in Main, so the spectator needs no avatar body,
renderer, collider, or CharacterController -- eliminating the leftover-body
artifact and the fragile per-peer strip path entirely.
- SpectatorSetup.cs (new): owner binds GameModeManager.BindSpectator (FreeCam-only)
- Spectator.prefab (new): empty avatar (Transform + NetworkObject + SpectatorSetup),
registered in DefaultNetworkPrefabs, wired on MatchManager in Main
- GameModeManager: add BindSpectator/BuildSpectatorModes; drop the spectator
branch from BindLocalPlayer; ReleaseToNoPlayer frees the cursor on teardown
- MatchManager: independent entropy-seeded RNG for fair hunter pick (was sharing
the global engine RNG and always landing on the same client); spawn the
spectator prefab for mid-match joiners; cursor-safe return-to-Main teardown
- FreeCamController: guard IgnorePlayerCollision against a disabled capsule
Also bundled (unrelated user asset/UI edits): PaintHudPanel layout tuning,
font atlas (arialroundedmtprocyr_bold SDF), forestpack_foliage material.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Wall/ceiling/ground climb probes now skip any player collider (own and
remote) instead of only the local hierarchy, so running into another
chameleon no longer triggers the climb mechanic. New players are placed
on a per-clientId ring at spawn (host stays at origin) to avoid stacking
into one collision pile.
Also persists the serialized defaults of the recent network fields into
the Player prefab (incl. the spawnRingRadius inspector tuning) and a TMP
dynamic-atlas reset artifact.
Send the accumulated paint maps as a one-time compressed baseline to
clients that join after painting has happened, instead of streaming raw
pixels.
- MeshPainter.Net.cs: TryCaptureSnapshot reads the canonical maps via
ReadCanonical and Deflate-compresses them; ApplyPaintSnapshot inflates
and re-seeds the backend through the same island/dilation path as
SwitchBackend; IsPaintReady gate.
- PlayerPaintSync.cs: tag late-join transfer and live stamps with
sequence numbers. Joiner requests the snapshot on spawn; server chunks
and throttles it (1200 B/chunk, 8 chunks/frame) to stay under the
6144-byte payload cap and the reliable window. Joiner buffers live
stamps during transfer and replays only those with seq > capturedSeq,
so no stroke is lost or applied twice across the join window. Disable
persistence on network-driven remotes to avoid shared-save-key clobber.
Also resets the dynamic TMP font atlas glyph table (editor artifact,
unrelated to networking).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
FreeCamController: ease movement via dt-correct Vector3.SmoothDamp on a world-space velocity (accel/decel ramp) and lag the look with Mathf.SmoothDampAngle. Both are framerate-independent and collapse to instant at smoothTime 0; smoothed state is snapped on activation (SyncToCurrentView) so entering freecam never jumps to catch up.
Bundles accumulated deferred work: PlayerScaler uniform-scale helper, scale-aware wall/ceiling climb probes and the double-scale skinned-collider bake fix, plus user content authoring (Sit pose + animation, font SDF, scene/prefab edits).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replace unreliable raycast parity on open-shell meshes with editor-baked
voxel grids. ConcealmentVolume bakes an inside-mask per object using the
union of a generalized-winding-number test (solid material, robust to open
shells) and an exterior flood-fill (enclosed cavities). ConcealmentMeter
now prefers baked volumes via an O(1) world-space lookup through a registry,
falling back to the old concave parity only for un-baked colliders.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- ConcealmentMeter: standalone component measuring the percentage of the
character volume embedded inside environment geometry (bake -> voxelize via
column ray-stabbing parity -> classify interior voxels against box/sphere/
capsule/convex colliders and terrain). Always-on, throttled, gizmo debug.
- SkinnedColliderBaker: sole per-frame collider bake owner for skinned rigs.
MeshPainter now delegates baking and only borrows BakedMesh for the GPU
raster and cache refresh, so the collider stays fresh outside paint mode.
- Move pose assets to Assets/Poses, retire unused Insect scripts to
Assets/Unused, restore Paintman.controller; mode scripts and scene updated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
New PlayerPose ScriptableObject (AnimationClip + ceiling Y-offset) and
PlayerPoseController that drives poses via a PlayableGraph, overriding the
Animator controller. Poses are held continuously (idle, moving, on wall/
ceiling) so cycle and sprint changes show immediately. Sprinting in any
state resets to pose 0. Non-keyed bones fall back to a captured rest pose
so empty/partial clips apply fully. Ceiling Y-offset is folded into the
controller's single mesh-offset writer.
PlayerCharacterController gains IsIdle / IsSprinting / IsOnCeiling /
AnimatorOverridden accessors and SetPoseLocalYOffset; SetAnimatorRunning is
guarded while a pose owns the Animator. Removed obsolete Paintman.controller.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
PlayerCharacterController:
- Wall lean now moves only the visual model + its paint collider (auto-resolved
mesh root parenting both renderer and bones), not the CharacterController
capsule, so the mesh can sink into the wall (wallMaxInset) as well as lean out
(wallMaxOffset); capsule stays flush.
- Lean eases back to the authored pose when leaving the wall instead of snapping.
- Sprint multiplier now also applies while wall/ceiling climbing.
- Separate wallMantleSpeedMultiplier for pulling up over the top edge,
independent of the climb speed.
Assets:
- Re-exported paintman_UV.FBX and added Paintman.blend: rescaled armature to
mesh, merged seam duplicate vertices, fresh automatic weights, inner-thigh
weight fix (no webbing on leg spread).
- Updated anims, animator controller, font SDF and scene.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Move font (arialroundedmtprocyr_bold) into Assets/Fonts and the Paintman
model, animations, and animator controller into Assets/Models. Pure file
relocation; .meta files moved alongside their assets so GUIDs are preserved.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>