- 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>
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>
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>
Enthält zwangsläufig auch den PaintHud-RectTransform-Churn (Prefab-Override-Anker/Größen) — Szenen-File nicht splitbar.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
- 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>
Generated _normal/_height PNGs for the P10027xx photo set, wired height maps
and strength values on scene frames, Frame Picture material switched to the
new PictureTessellationLit shader.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Enable mipmaps on the existing photo texture imports and add the new
IMG_20250412 photo set; scene pass in The Room.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The renderer wiring had flipped it to Base; as a Base camera with
Don't Clear it rendered fullscreen into an uninitialized target
(RenderGraph debug yellow). Overlay restores stack compositing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Also serializes wallStepOffset on Player prefab and includes SliderDoubleClickReset wiring in Main (mixed scene edits).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Content pass: new photo textures, picture frames built with
PictureFrameBuilder in the scene, Frame Inner.mat tweak; removed the
now-obsolete photo materials and Paint prefab variants.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
PictureFrameBuilder test frame now carries its 6 generated BoxColliders
(pictureDepth -0.05 pedestal case) plus the usual regenerated
SkyboxReflection cubemap churn.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Includes the migrated frame values (Inner Depth 0.1, Picture Depth -0.05)
and the usual regenerated SkyboxReflection cubemap churn.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Adds the ping-pong processed TV video and a VideoClipPlaylist on the
Video object (one item, full range, loop). Includes regenerated
SkyboxReflection cubemap churn from SkyboxEnvironmentUpdater.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
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>
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>
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>
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>
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>
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>
- 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).
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>
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>