Commit Graph
97 Commits
Author SHA1 Message Date
adminandClaude Fable 5 2f38cb384e The Room map pass: TV video, photo materials, prefab cleanup
- New TV Video material + environment video clip on the plasma TV
- New P1002728 photo material/texture, P1002712 texture, three new
  paint prefab variants
- Living-room prefab variants updated across the set
- Remove stale generated concealment collider PolyShape assets
- The Room scene content pass

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 15:45:44 +02:00
adminandClaude Fable 5 bde3e71873 Map: The Room content pass with new photo material
New IMG_20250412_132757_908 texture/material on a quad, level edits,
regenerated skybox reflection cubemap churn.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 22:05:11 +02:00
adminandClaude Fable 5 ae3b0b9f0d Wire Match Panel sliders in Main scene
Seven MatchSettingSlider bindings with ranges and value labels in the
Esc-menu Match Panel.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 22:05:02 +02:00
adminandClaude Fable 5 d0678994aa Scenes: match results panel in Esc menu, nameplate container, cubemap churn
Main: match results section (winner banner, summary, header + row
template) authored inside the session panel and wired as the result
screen's section root; nameplate template restructured into a
NameLabelContainer with styled texts using the custom font. The Room:
regenerated SkyboxReflection cubemap serialization churn.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 20:41:17 +02:00
adminandClaude Fable 5 553db9a088 Scenes: nameplates canvas + name field wiring in Main, The Room cubemap churn
- Main: PlayerNameplates overlay canvas (sorting 110) with NameLabel
  template (bottom-aligned) and CanvasScaler (scale w/ screen size,
  1920x1080, expand); PlayerNameField on the session player panel
- The Room: regenerated SkyboxReflection cubemap fileID churn

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 14:58:24 +02:00
adminandClaude Opus 4.8 3e6d61115b Scenes: update Main and The Room authoring
Editor-side scene edits (lighting/environment, object tweaks) captured on
save.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 07:24:13 +02:00
adminandClaude Opus 4.8 c24f9cec64 Main scene: tune HTrace AO profile, disable metallic indirect fallback
Reordered/updated the HTrace AO profile reference, MetallicIndirectFallback 1 -> 0 and DebugSceneMismatch 0 -> 1.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 18:19:10 +02:00
adminandClaude Opus 4.8 f9c9927e87 The Room: wire skybox reflection, drop foreign LightingData
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>
2026-07-07 18:19:05 +02:00
admin b74123188b Setup lighting (GI, AO) 2026-07-07 13:28:49 +02:00
admin 669b4e1308 Add Majoras Mask, update gitignore 2026-07-07 11:16:43 +02:00
adminandClaude Opus 4.8 53412a6fb7 Map: further The Room geometry edits (ProBuilder)
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>
2026-07-06 22:37:22 +02:00
adminandClaude Opus 4.8 5a56da3d86 Main scene: hunterCount 1->0, bump network simulator preset
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 22:37:22 +02:00
adminandClaude Opus 4.8 5aa1f976d3 Tune match timings and radar ping cadence
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>
2026-07-06 19:49:31 +02:00
adminandClaude Opus 4.8 8ae499d899 Map: expand The Room level geometry (ProBuilder)
Add World Border material, ProBuilder mesh data and updated ProBuilder settings.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 19:49:23 +02:00
adminandClaude Opus 4.8 d9e4aec927 Authoring: serialize pingKey default, NetworkSimulator preset tweak
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 13:59:32 +02:00
adminandClaude Opus 4.8 8f31c07bef Authoring: Radar-Tuning + Fade-Defaults, Prefab-Hash-Churn
Main.unity: radarPingInterval 30->10, radarPingLifetime 3->2, Sim-Preset,
Radar-Fade-Defaults (fadeInSpeed 5, fadeOutSpeed 3, hiddenScale 0.8).
Radar.mat: Basis-Alpha 0.443->0.427.
ConversionStatue/Hider.prefab: regenerierter GlobalObjectIdHash.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 12:23:49 +02:00
adminandClaude Opus 4.8 65bd6f8efc Authoring: default players-collide off, sim preset, statue prefab hash
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>
2026-07-06 11:18:10 +02:00
adminandClaude Opus 4.8 8bafa2f10a Scene authoring: ConversionStatue prefab, registration and wiring
- ConversionStatue.prefab: Hider variant stripped of player-only components
  (NetworkPlayerSetup, PlayerAnimationSync, ConcealmentMeter, PlayerScaler),
  controllers disabled, MatchStatue added.
- DefaultNetworkPrefabs.asset: register the statue prefab.
- Main.unity: wire MatchManager.statuePrefab.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 09:33:21 +02:00
admin c355dd2438 Scene authoring: match tuning and Radar Camera audio listener cleanup
- 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).
2026-07-06 07:55:52 +02:00
adminandClaude Opus 4.8 ec395ab766 Radar-/Ping-HUD Szenen-Setup + Lobby-Material
Main.unity: Ping-Time-TMP-Objekt angelegt und am MatchHud verdrahtet
(_pingTimeText), radarPingInterval 30 / radarPingLifetime 3, radarCamera.
Lobby.unity: Material-Swap.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-05 21:45:16 +02:00
adminandClaude Opus 4.8 23b51d07a4 Authoring: radar scene setup, materials, tag + fur/probuilder tweaks
- Main.unity: Radar / Target Template / Point hierarchy under Radar Camera
- Radar tag added (TagManager)
- Radar.mat + RadarPoint.mat (URP Particles/Unlit blip material)
- The Room.unity: fur shader tint/softness tweaks, Target Template disabled
- Player.prefab: xrayFlashBoost/fur field reserialization
- ProBuilder editor prefs

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-05 20:47:13 +02:00
adminandClaude Opus 4.8 9dfac9a24c chore(authoring): hunter speed tuning + match/scene settings
Hunter.prefab: moveSpeed 1, sprintSpeedMultiplier 2->4, GlobalObjectIdHash.
Main.unity: hideDuration 20->90, resolveDuration 20->50, NetworkBootstrap
GUI off, network simulator preset -> Mobile 2G.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 15:14:26 +02:00
adminandClaude Opus 4.8 4ceaf85c8f Authoring: Hunter/Hider prefab ids, Main scene match tuning + sim preset
- hitRevealDelay 0.35, resolveDuration 20, NetworkSimulator preset (Mobile 2G).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 14:19:00 +02:00
adminandClaude Opus 4.8 5b95cb7f56 Authoring: Main scene, HUD panel, move FurShell material to Assets/Materials
- Main.unity + PaintHudPanel.prefab: fur/paint HUD authoring updates.
- Rename FurShell_Test.mat -> Materials/FurShell.mat (same GUID).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 12:08:58 +02:00
adminandClaude Opus 4.8 49704448e9 Fur authoring: Player-FurShellRenderer, Paint-HUD-Panel, Testszene & -material
Avatar-Setup und HUD-Autoring fuer das Fur-Feature (Code liegt in 1b783a3):
- Player.prefab: FurShellRenderer am Player verdrahtet, furLength-Default 0.5
- PaintHudPanel.prefab: Slider_FurLength + Fur-Panel-Widgets
- The Room.unity: Fur-Testaufbau
- FurShell_Test.mat: Test-Material fuer den Shell-Shader

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 23:41:57 +02:00
adminandClaude Opus 4.8 a4604328d2 Add settings panel volume slider to Main scene
Scene authoring: settings panel UI wiring the MasterVolumeSlider.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 15:30:49 +02:00
adminandClaude Opus 4.8 67f97df9f0 The Room: adjust wall geometry and object active states
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 12:57:14 +02:00
adminandClaude Opus 4.8 8ee329eee0 MatchHud: hunter/hider count widgets + English phase labels
Authored HUD count widgets (Hunter/Hider label + count) wired to new
_hunterCount/_hiderCount serialized fields; phase labels switched to English.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 12:57:14 +02:00
adminandClaude Opus 4.8 d71785d872 Author MatchHud and PaintHud canvases in the Main scene
Add the MatchHudCanvas (TopBar > Phase/Time, Crosshair > H/V) and move
PaintHud onto a scene-authored canvas, matching the binder rewrites. Your
scene authoring, kept in its own commit.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 10:32:48 +02:00
adminandClaude Opus 4.8 26f2a00726 Scene tuning: hunterCount, relay timeout value, Room object state
Main: hunterCount 0 -> 1, wire connectTimeoutSeconds = 25 on the session
manager. The Room: player prefab tag Player -> Untagged, deactivate an object.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 20:09:40 +02:00
admin 68ee58a167 Update scenes 2026-07-01 20:49:09 +02:00
admin b6d60d7a98 Tune the hero cutout in Main and drop the duplicate driver
Remove the second HeroCutout from the Main Camera (the GameManager host is the
intended, single driver), set the GameManager cutout radius/feather, and set
hunterCount to 0.
2026-06-30 21:32:36 +02:00
admin b951556f35 Update The Room materials and refresh brush assets 2026-06-30 19:25:53 +02:00
admin 6bedc7cf3e Serialize the paint-mode pan tunables in Main 2026-06-30 19:25:48 +02:00
admin 24de7ef3da Select the conversion match mode in Main 2026-06-30 15:20:58 +02:00
admin 1f46e6258d Raise reflection intensity across the scenes
Bump reflection intensity to 0.75 in the lobby, test map and The Room, and warm the subtractive shadow colour in The Room.
2026-06-30 14:00:03 +02:00
admin 8fcf2d6de0 Tune the match phase durations and shooting in Main
Set hideDuration 30, seekDuration 60, resolveDuration 10, shootRange 100 and shootCooldown 1.5 on the MatchManager.
2026-06-30 13:59:57 +02:00
admin 95effb91da Set the hunter count and re-enable the camera component in Main
Bump hunterCount to 1 and re-enable the disabled camera component on the
main camera.
2026-06-30 12:03:33 +02:00
admin 7198968cc6 Author spawn area colliders and tags in The Room
Add the SpawnArea, HunterSpawnArea, HiderSpawnArea and PreMatch tags and
author the spawn area colliders in The Room scene.
2026-06-30 12:03:29 +02:00
admin 1e17b90358 Add the hero cutout to the main camera and tune the deoccluder
Attach the HeroCutout component to the Main Camera with dialed-in cone values (radius 0.42, feather/depthFeather 0.15) and lower the deoccluder MinimumDistanceFromTarget to 0.05.
2026-06-30 08:42:06 +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 4da2e3a70c Update scenes, lighting and glass materials
Heavy authoring pass on The Room scene plus lighting/render tuning across
scenes: Lobby gets lower ambient/reflection intensity, softer shadow
strength and a baked lighting data asset; Main and Test Map drop their
lighting data/settings links. Replace the living-room Glass materials with
reworked versions under Assets/Materials, update BrightDaySettings, and set
hunterCount to 0 in Main.
2026-06-29 16:24:12 +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 70e926bd82 Build out The Room scene with ProBuilder geometry
Author The Room environment and update ProBuilder editor settings used to
build it (cube shape size, select mode, shape builder defaults).
2026-06-28 23:02:36 +02:00
admin 604adcdfd4 Add The Room scene with living room environment, use it as the match scene
New The Room scene built from the Barking_Dog living room asset: prefab
variants under Assets/Prefabs/3D Living Room, an Environment Light prefab and
baked lighting settings. Point MatchManager at The Room (was Test Map) and
swap it into the build settings scene list. Floor_Wood material and the
living room meta files are reserialized by the URP/Unity importer. Main.unity
also carries the inspector-pinned defaults of the orbit-zoom and hunter-count
fields (matching the C# defaults, no behavior change).
2026-06-28 21:40:18 +02:00
admin f9312d8a69 Lower camera near clip plane to 0.01
Drop the third-person/main camera near clip from 0.1 to 0.01 so the view
does not clip into the player up close.
2026-06-28 17:19:23 +02:00
adminandClaude Opus 4.8 ac25f59232 Add radial hero-cutout shader for third-person camera
Reveal the player when geometry sits between the orbit camera and the
character: a screen-space circular mask in a URP/Lit clone (HeroCutoutLit)
clips occluders in front of the player, depth-gated so only geometry nearer
than the hero is cut. The cutout lives outside UnityPerMaterial (SRP batcher
intact) and is a no-op when disarmed, so occluders look identical to URP/Lit.

A runtime driver (HeroCutout.cs on Main/GameManager) feeds the player's
screen position, radius, feather and depth into global shader properties and
only arms while the third-person orbit vcam is live; it disarms in
first-person, free-cam and the pause menu. Applied to the lobby walls via a
dedicated occluder material (floor left solid). Shipped but shelved for now.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 17:18:32 +02:00
admin 4e27b1e729 Disable editor network bootstrap in builds; tune scenes and paint HUD panel
NetworkBootstrap now destroys itself outside the editor. Camera FOV/background
tweaks in Main, lobby light intensity, and paint HUD panel font/color polish.
2026-06-28 15:51:49 +02:00
admin 3f58e75623 Add lobby/main scene background, sky and glow materials
Main scene gets a full-rect Background image (Chameleon Background 1) in
the menu UI and re-enables a UI component. Lobby scene receives extensive
authoring (sky, lighting, props). New Lobby Sky and White Glow materials;
Yellow Glow emission toned down from ~89 to 64.
2026-06-28 15:15:59 +02:00
adminandClaude Opus 4.8 dadf9d88d4 Fix paint HUD settings not persisting until a panel is dragged
The debounced auto-save compared painter values against the on-disk
baseline, so after any slider/toggle change the values stayed different
every frame and the 0.5s timer was pushed forward endlessly, never
firing. Saving only happened via the direct drag-end path. Compare
against the previous-frame snapshot instead so the timer fires once the
values settle. Also pin hudSaveId to a stable key so the layout is
shared across scenes instead of split per-scene.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 14:21:03 +02:00