Commit Graph
23 Commits
Author SHA1 Message Date
adminandClaude Fable 5 367bc9cee0 Content: Steam Audio export rename + wall transmission tuning
- 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>
2026-07-12 00:26:08 +02:00
adminandClaude Fable 5 a36f398b94 Add Steam Audio 4.8.1 spatializer plugin
Official Unity package under Assets/Plugins/SteamAudio; enabled as
Spatializer + Ambisonic Decoder in the audio settings (HRTF: sounds
behind the listener are filtered/muffled directionally). Download
staging Tools/SteamAudio/ gitignored.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 23:11:30 +02:00
adminandClaude Fable 5 720a4c96f7 Content: frame texture maps, scene passes, BlockCam layer prep
- 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>
2026-07-11 12:30:31 +02:00
adminandClaude Opus 4.8 edab37d5f9 Editor settings: enable reload domain+scene on play (EnterPlayModeOptions 3)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 18:19:16 +02:00
admin b74123188b Setup lighting (GI, AO) 2026-07-07 13:28:49 +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 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 41d5b87e9e add multiplayer playmode package
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>
2026-07-06 16:35:42 +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 d93de6629d Add com.unity.multiplayer.tools 2.2.9 (Network Simulator)
Installs the Multiplayer Tools package to simulate poor network
conditions (delay/jitter/drop) in the editor/dev builds, replacing the
Debug Simulator inspector fields removed in UnityTransport 2.x.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 12:08:51 +02:00
admin e349446fb7 Strip ProBuilder editor scripts on build 2026-06-30 21:47:28 +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 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 054cadbd80 Tune player role scales, poses and render settings
Hunter scale 2.4 -> 1.5 and Hider 0.7 -> 0.5; Player prefab character
controller step offset and skin width tweaks (plus Unity field reserialization).
Pose assets get fall-clip fields and slightly lower controller height/center.
Lower SSAO intensity and radius in PC_Renderer; QualitySettings reserialized
by Unity (mesh LOD threshold, Switch 2 target).
2026-06-28 21:40:27 +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 7a1adcf6bb Add ProBuilder package
Add com.unity.probuilder 6.0.9 to the manifest and lockfile, with its
default per-project settings.
2026-06-28 21:39:48 +02:00
adminandClaude Opus 4.8 09556e45fa Force Direct3D11 for Windows builds to avoid paint-reseed crash
The build crashed natively (UnityPlayer, no managed frames) during the
match-end paint carry, where LoadPaintFromSnapshot/ReseedCanonical tears
down and rebuilds all RenderTextures with DrawMeshNow/Blit and ReadPixels
from LateUpdate, on multiple painters at once. D3D12 is far stricter than
D3D11 about this immediate-mode + RT-lifetime churn outside the render
loop. Pin the Windows standalone graphics API to D3D11 (D3D12 fallback)
as a mitigation without touching the paint architecture.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 17:43:55 +02:00
adminandClaude Opus 4.8 198db9a3ee Add NoClimb climb filter and kill-plane rescue to player controller
Two player-controller additions:

NoClimb: colliders tagged "NoClimb" are now invisible to wall-climb and
ceiling-grab. The grab detector (OnControllerColliderHit) and all three
climb probes (ProbeWall, ProbeCeiling, WallInFront) skip them, so such a
surface still blocks the capsule physically but can never be grabbed,
re-probed onto, or treated as a ceiling. WalkableGroundBelow is left
untouched (it only accepts walkable ground). The tag is read from a
serialized field (default "NoClimb"); an empty tag disables the check.

Rescue: a kill-plane fail-safe. The owner captures its spawn point on the
first Update frame (after OnNetworkSpawn's ring offset has landed) and,
if it falls below rescueMinY (-100), teleports back there with all
momentum cleared, toggling the CharacterController around the write like
PlaceOnSpawnRing. Owner-only; the authoritative NetworkTransform
replicates the reset. Runs ahead of the control gate so it rescues in any
mode.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 15:15:45 +02:00
admin 0df37b8e4a First working windows build 2026-06-28 13:16:21 +02:00
adminandClaude Opus 4.8 bd70f3b8b9 Add lobby/match-start matchmaking flow with additive scene management
Replace the connection-approval role selection with a server-authoritative
match flow built on NGO additive scene management:

- Scenes: Main is the persistent foundation (NetworkManager, GameModeManager,
  cameras, HUD); Lobby and Test Map load/unload additively. Add Lobby + Test Map
  to the build settings; remove the obsolete SampleScene.
- MatchManager (plain MonoBehaviour singleton): loads Lobby on server start,
  StartMatchTrigger lets the host start the match, rolls one random Hunter (rest
  Hider), swaps Lobby -> Test Map (strictly serialized per NGO), respawns each
  player as its role variant. Forces additive client sync mode so clients keep
  Main instead of single-loading it (fixes "Destination scene is not valid").
- Server-driven spawning: null out NetworkConfig.PlayerPrefab at runtime to
  disable auto-spawn, then spawn players after the lobby floor exists (fixes
  falling through the floor) with double-spawn and transition guards.
- StartMatchTrigger: server-gated OnTriggerEnter, only the host's own player
  starts the match.
- NetworkBootstrap: drop role selection / connection approval; everyone spawns
  as the neutral Player prefab. Host/Client/Server/Shutdown buttons stay.
- NetworkPlayerSetup.ScopedModes flag (baked on Hunter/Hider prefabs): lobby
  avatar gets the full mode set, match variants get the role-scoped set.
- GameModeManager.BindLocalPlayer reads ScopedModes and rebinds the painter
  unconditionally (fixes stale painter binding on respawn -> brush painting in
  every mode).
- MeshPainter.PaintingEnabled defaults to false (unbound/pre-spawn/remote never
  paints); PaintHud visibility now also gates on a bound painter (fixes the HUD
  showing at startup before any avatar exists).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 22:44:18 +02:00
adminandClaude Opus 4.8 4fa443f630 Add NGO networking with owner-authoritative player position sync
Install Netcode for GameObjects 2.13.0 + Unity Transport 2.6.0 and wire up
the first networking milestone: syncing player position/rotation across clients.

- NetworkBootstrap: Host/Client/Server controls (OnGUI + H/C hotkeys) for
  local clone testing over loopback 127.0.0.1:7777.
- NetworkPlayerSetup: per-avatar owner gating. The local owner binds the
  GameModeManager and cameras to itself; remote avatars disable their
  controller/CharacterController and receive transform via NetworkTransform.
- GameModeManager.BindLocalPlayer: central runtime rebind to the locally
  spawned player.
- FirstPersonController.SetPlayer: explicit runtime rebind hook.
- Player prefab: NetworkObject + NetworkTransform (owner-authoritative,
  position + rotation) + NetworkPlayerSetup; registered as PlayerPrefab.
- Scene: NetworkManager + UnityTransport added; the fixed scene player
  instance removed in favor of spawn-on-connect.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 14:33:18 +02:00
adminandClaude Opus 4.8 6555db1487 Wire insect controller into scene and update settings
Add the new Player (Variant 2, Hand) with HandIK and the InsectController,
boot directly into Insect mode, and apply Unity-managed serialization updates
to the physics, renderer, and post-process settings assets.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 07:27:23 +02:00
adminandClaude Opus 4.8 fa4474f6d4 Initial commit: Unity mesh painter project
Unity 6000.3 (URP) project with live mesh painting in play mode.

- MeshPainter.cs: paint a SkinnedMesh with the mouse, seamless across
  UV islands via 3D-space painting, GPU and CPU backends (switchable),
  edge-padding/dilation against bilinear seam bleed
- FrameRateLimiter.cs: simple frame rate limiting component
- MeshPaintBrush / MeshPaintDilate shaders for the GPU paint path
- Unity-specific .gitignore and .gitattributes

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 12:03:24 +02:00