Commit Graph
32 Commits
Author SHA1 Message Date
adminandClaude Opus 4.8 382bfb36df Refactor scripts: dedup remainder, remove dead code, perf hardening
Iteration 4 over Assets/Scripts (no component/file splits, no Unity assets touched):

Dedup:
- Route inline cursor-release, material guards, Ctrl-held and undo/redo
  input through existing InputUtil / SetMatFloat helpers
- Add ungated InputUtil.KeyPressedThisFrame; GameplayKeyPressed builds on it
- Unify FindDeep/FindDeepChild into GeometryUtil.FindDeep

Dead code / stale docs:
- Remove unused code-gen bake path (HsvColorPicker.Build, PaintHud factory)
- Drop unreferenced symbols (SubPhaseChanged event, LocalPhaseDuration,
  IsLocalSceneMain, MouseSensitivity.Changed, IsPaused, InSession,
  NetworkControlled, PreviousPose, JointCount, voxel-count accessors)
- Fix incorrect PlayerRole / PaintHud / Pick / PlayerPose docs

Perf / robustness (behaviour-neutral):
- ConcealmentMeter.Evaluate: reuse vertex/topology buffers, two-pointer
  crossing count
- BuildMeshCaches: alloc-free vertex copy, cached topology/UVs
- Guard all PlayerPaintSync LogSync sites behind logSync
- Cache LocalViewerIsHunter / controller / CanShoot / TypingGuard lookups;
  dedup LocalIsHunter with MatchHud
- Change-guard RefreshEmissionColor and HeroCutout.Disarm
- Cache scene/countdown string comparisons per frame
- Grow NonAlloc buffers and log-once on saturation

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 13:33:18 +02:00
adminandClaude Fable 5 2243cc823e Refactor: extract shared helpers across scripts, trim remaining doc redundancy
Deduplication pass (44 extractions):
- New SmoothedLook: shared smoothed yaw/pitch look tick + view seeding
  (FirstPersonController, FreeCamController)
- New CharacterTeleport: disable-CC-around-teleport idiom (rescue,
  owner position apply, free-cam sync)
- New GeometryUtil: RescaleToUnitScale + TransformBounds (concealment
  meter/volume, skinned collider baker)
- Paint family: canonical map read/write shared between Net and
  Persistence, snapshot decode, backend stroke dispatch, RebuildBackend,
  ResolveSeed, chunked RPC send/gate/copy, CamoKnobs/HeightKnobs
  aggregates, SanitizeFileKey, NewMaskTexture, AdoptAlbedo, FindSlider
- Player/modes: GameMode SetPlayerControl/SetPainting/SetOrbitInputEnabled,
  InputUtil.GameplayKeyPressed, NearestClimbHit, ComputeXRay delegates to
  ComputeResolutionFreeze, FingerIK TryInPlaneAngle
- Match/misc: UnhookSessionCallbacks, SendEmptyNamedMessage, SwapScenes,
  RunSessionOpAsync, CovarianceEigen, CollectClusterPoints, MatchHud
  GUIStyle cache, HsvColorPicker rehook, VoxelCenter

Documentation pass: remove 6 triplicated doc blocks and 2 restating
inline comments left after the previous reduction.

Behavior-neutral; hot-path rasterizer loops intentionally untouched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 12:33:48 +02:00
adminandClaude Fable 5 066e308cde Docs: reduce over-documentation across gameplay scripts
Trim restated narration, dead commented-out code, and oversized class
headers; keep all why-comments (authority, timing, edge cases), tooltips,
and serialization caveats.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 10:08:28 +02:00
adminandClaude Opus 4.8 882d30797e Refactor: dedupe input reads, material-property guards, button hooks
Extract byte-identical duplicated code into shared helpers (behaviour-neutral):
- New InputUtil.cs: single source for mouse-delta/scroll/cursor-lock, modifier
  and mouse-button reads, previously copied verbatim across camera controllers,
  MeshPainter, FirstPersonMode and PlayerCharacterController.
- GetMatFloat/SetMatFloat replace the 12x material-instance + HasProperty guard
  pattern for the camo/height float properties.
- Route two inline button hooks through the existing Hook() helper.

Bespoke variants deliberately kept local (FreeCam SprintHeld = LeftShift only,
MeshPainter.TryGetMouse with out-params).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 09:20:40 +02:00
adminandClaude Opus 4.8 9b9cc8fab8 Scale Shift+wheel brush resize geometrically
Replace the fixed additive brush-size step with a fraction of the current
size, so small brushes resize a texel at a time (fine control) while large
ones jump in bigger increments. Always moves at least one texel per notch.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 22:11:27 +02:00
adminandClaude Opus 4.8 523bfd3b0e Fix brush size varying with UV density; decouple preview opacity
Brush radius now derives from the mesh-wide average UV density instead of
the hit triangle's own density. Per-triangle density varied up to ~7.6x
across the mesh (spiking at UV seams and stretched islands), so the same
brushSize painted a visibly larger patch on seam triangles than on
evenly-mapped ones. A single global scale keeps the brush the same physical
size everywhere; the stamp remains a 3D box, so seams are still bridged.

Also decouple the hover preview opacity from the brush albedo alpha: the
preview now stays fully opaque and is scaled only by the Preview Opacity
property, since the ring is a size/shape indicator, not a paint-strength
preview.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 20:35:03 +02:00
adminandClaude Opus 4.8 c54e0cf502 Add see-through X-ray reveal overlay for players
Add a second, additive HDR emission color (_XRayColor) that reveals a
player through walls as a pulsing energy glow, driven during matches:

- Shader: XRayOverlay pass (ZTest Greater, additive) for occluded parts
  plus a matching additive term in the forward fragment for visible
  parts, so the glow shows everywhere and never double-blends. Exposes
  _XRayColor, _XRayPulseSpeed and _XRayPulseStrength for a breathing pulse.
- Render it after opaques via a RenderObjects feature (custom XRayReveal
  light-mode tag) on both PC and Mobile renderers, so the through-wall
  test is depth-sort independent and no longer drops out at some camera
  angles/distances.
- MeshPainter drives _XRayColor alpha through a framerate-independent
  fade (xrayFadeDuration) rather than a hard toggle.
- Reveal is driven per avatar on every client: all remaining un-found
  hiders glow during the Resolution phase, and a hider whose
  ConcealmentMeter EmbeddedPercent exceeds MatchManager.embeddedRevealPercent
  glows via an owner-authoritative NetworkVariable.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 12:22:17 +02:00
adminandClaude Opus 4.8 59939b3496 Add painted-height HUD sliders for AO shift and relief intensity
Wire three material-backed look sliders (occlusion AO shift, relief normal
intensity, parallax intensity) through the paint HUD, its layout/state
persistence, the .paint slot format (bumped to v4), owner-authoritative
network sync and the runtime reset, mirroring the existing camo-knob path so
they save, restore, replicate and reset alongside the brush values.

Change the occlusion AO mapping from a division threshold to a linear shift:
AO fades from 1 down to (1 - shift) at the deepest painted hole, so a 0 shift
no longer leaves black spots. Enable _NORMALMAP alongside _PARALLAXMAP so URP
transforms the painted relief normal into world space (otherwise it discards
normalTS and the relief is invisible), and pin the added keyword in the build
keep-alive material.

Stop the pipette from picking the occlusion/height value and turn its toggle
off after a pick. Default the knobs to 0.2 shift / 1.4 normal / 1.0 parallax
across the shader, painter, network and HUD fallbacks.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 07:07:39 +02:00
adminandClaude Opus 4.8 fdcb4f8d8a Drive parallax height and relief from the painted occlusion channel
Reuse the existing occlusion paint channel (no new map, MAP_COUNT stays 3):
0.5 is neutral, above 0.5 raises a hill, below 0.5 sinks a hole and also
fades ambient occlusion (saturate(2*occ)). Bind the MSO map to _ParallaxMap,
enable _PARALLAXMAP, derive a relief normal from the height gradient, and
reseed unpainted occlusion to 0.5 so untouched surfaces stay visually neutral.
Pin the _PARALLAXMAP runtime variant in the build keep-alive material.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:40:23 +02:00
adminandClaude Opus 4.8 fd2cc9eb98 Block paint dabs that wrap too far around corners
Add a geometry-based gate in PaintAtScreen that estimates how much of the
brush footprint lands on faces whose normals deviate sharply from the hit
surface. When that fraction exceeds the threshold the whole dab is
suppressed (no draw, emit, or undo mark) instead of smearing around the
edge. Backend-independent (no GPU readback) and winding-robust. Tunable via
cornerGuard / cornerGuardAngle / cornerGuardMaxFraction.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-29 20:58:07 +02:00
adminandClaude Opus 4.8 7c84f6ba92 Expose the camo knobs in the HUD, persist and replicate them
Surface the PlayerCamoLit material knobs (HalfLambert, HalfLambert brightness, specular dampen) as material-backed properties on MeshPainter, guarded by an IsReady gate since the HUD binds before the material instance exists. Wire the three HUD sliders to them and seed the sliders from the live material once the painter is ready. Persist the values into the same HUD JSON as the brush settings (with a hasCamoValues flag so pre-camo save files never clobber the authored material) and carry them across a scene-switch respawn. Replicate them owner-authoritatively via a NetworkVariable in PlayerPaintSync, exactly like emission intensity, so remotes and late joiners show the same camo.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-29 20:12:39 +02:00
adminandClaude Opus 4.8 188f16a4e8 Make the eyedropper a hybrid material/screen pick
On a foreign object the pipette now reads the data channels
(metallic/smoothness/occlusion/emission) texel-exact from the material
while taking albedo from the rendered, fully-lit on-screen pixel - so the
picked colour honours baked lightmaps/ambient/SSAO while keeping the
material's PBR fidelity. Falls back to a pure screen pick when no readable
UV is available. Pull the render+readback out of PickFromScreen into a
shared TrySampleScreenColor.

The pipette now also arms on Ctrl (in addition to Shift), and Ctrl+wheel
resizes the brush; the orbit camera ignores the wheel while either modifier
is held so it does not zoom and resize at once.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-29 16:22:45 +02:00
adminandClaude Opus 4.8 b6aaf69235 Add Shift brush controls to paint mode
Hold Shift to momentarily enable the pipette (restores prior state on
release) and Shift+Scroll to resize the brush. The orbit zoom ignores the
wheel while Shift is held so it does not zoom and resize at once. The HUD
brush-size slider follows live via a BrushSizeChanged event, and the brush
preview now stays visible while Shift is held (drawn before the pipette
early-return) so the new size is visible while scrubbing.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 16:20:25 +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 301f7e64cb Add Ctrl+Z/Ctrl+Y undo/redo with command-based network sync
Pointer-based per-painter history of the canonical maps with copy-on-write
sharing (only maps touched by a stroke are cloned). A stroke (press..release)
is one step; a Load resets the history to the loaded maps as the sole baseline.

Network sync replicates undo/redo as tiny checkpoint/restore commands instead
of broadcasting full map snapshots: every peer runs the same COW history keyed
by owner-assigned checkpoint ids and reproduces restores locally. A peer that
cannot reproduce a target (undo across its join boundary) requests a targeted
snapshot from the owner as fallback.

Hardening: ordered send FIFO keeps stamps + checkpoints + restores in
production order (a marker never overtakes the stamps it finalizes); stamp
overflow carries over to the next frame instead of being decimated, so remote
content matches the owner; remote always inserts the checkpoint id to stay
1:1 aligned. Owner-authoritative snapshot fallback replaces the silent
host no-op. Adds a logSync toggle (default on) tracing when each
checkpoint/restore/snapshot is sent, applied, or falls back.

Also includes paintings-panel layout tuning in PaintHudPanel.prefab
(inspector edits).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 20:19:36 +02:00
adminandClaude Opus 4.8 ee482905f9 Replace auto paint persistence with a named painting library
Persistence rework:
- Drop auto-load on setup and auto-save on teardown; the painter now always
  seeds fresh from the material.
- Named slots under MeshPaint/Saved/<name>.paint via the existing CHMP
  machinery: SavePaintAs / LoadPaintByName / DeletePaint / ListSavedPaintings /
  PaintExists. Slot files carry the display name in the header.
- Remove the obsolete persistence partials (PlayerCharacterController,
  PlayerPoseController, ThirdPersonOrbitInput) and their references.

Paintings HUD panel:
- Authored Panel_Paintings + Save/Load/Delete dialogs into PaintHudPanel.prefab
  (TMP throughout); PaintHud.Library.cs is now a pure binder that clones the
  entry template per slot.
- Save dialog blocks empty/existing names; Load and Delete confirm first.
- Fix dialog z-order: open dialogs SetAsLastSibling so a dragged panel can no
  longer cover them.
- Lib_ListContent horizontal offsets corrected to 0 (was clipping entry labels
  out of the masked viewport).

Multiplayer:
- Loading a painting re-syncs to all peers via the snapshot broadcast path
  (BroadcastLoadedPaint), covering later late-joiners for free.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 18:39:20 +02:00
adminandClaude Opus 4.8 69e185d969 Sync paint strokes across the network via command replication
Replicate brush strokes as self-contained commands instead of texture
pixels: the owner emits each committed stamp (local placement plus brush
state, byte-quantized) and remotes replay it through the same draw path,
reproducing identical maps without streaming megabytes.

- MeshPainter.Net.cs: PaintStampNet serializable stamp, OnStampCommitted
  owner-capture event (no-op without listener), ApplyNetworkStamp remote
  replay, seedable spray for deterministic speckle.
- MeshPainter.cs: emit stamp after drawing, seed spray only when synced.
- PlayerPaintSync.cs: NetworkBehaviour batching owner stamps reliably
  (ServerRpc -> ClientRpc) with echo guard; remote disables local painting.
- Player/Hider/Hunter prefabs: PlayerPaintSync plus NGO GlobalObjectIdHash.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 15:02:33 +02:00
adminandClaude Opus 4.8 dcfd668422 Add concealment meter and skinned collider baker; reorganize assets
- 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>
2026-06-26 12:37:02 +02:00
adminandClaude Opus 4.8 c14525a2c8 Add HUD brush mask selector and fix dilation seam artifacts
- Add mask selector with previews to the brush card (data-driven from
  painter.brushMasks); persist activeBrushIndex with HUD layout.
- Fix alpha/coverage artifacts when overpainting after load or backend
  switch: derive the dilation source marker from a deterministic UV island
  mask instead of resetting it to "unpainted" on every seed.
- Import the two final brush mask textures (Brushes/).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 06:23:08 +02:00
admin 95fa5cc22d Persist painted maps and HUD layout across sessions
Add MeshPainter.Persistence.cs: auto-save the three canonical paint maps
(albedo, MSO, emission) as PNGs under persistentDataPath on quit/play-stop
and auto-load them as the backend seed on start, so painting survives
sessions. Reuses the existing ReadCanonical/SetupBackend seed round-trip;
no new color-space code.

Add PaintHud.Persistence.cs: auto-save draggable panel positions and the
widget-bound painter values to a small JSON layout file, restored on start
via the painter -> SyncFromPainter -> widgets path. Complete SyncFromPainter
to also cover the spray sliders.
2026-06-25 05:11:36 +02:00
adminandClaude Opus 4.8 9df8c6076d Raycast any object for pipette and read foreign materials texel-accurately
The pipette now raycasts the nearest collider of any object, not just the
paint mesh. On a foreign hit it reads all channels texel-accurately from the
object's material maps (BaseMap/MetallicGloss/Occlusion/Emission) combined
with the material scalars per URP/Lit conventions, falling back to scalar
properties where a map is missing or the collider yields no UV. Includes
scene test props and materials for verifying foreign-object picking.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 21:05:35 +02:00
adminandClaude Opus 4.8 24a36c0e61 Add pipette (eyedropper) brush mode and wire it into the HUD
Pipette samples all painted channel values (albedo, metallic, smoothness,
occlusion, emission) at the clicked texel and adopts them into the brush
with every opacity forced to 1, instead of painting. The screen raycast is
extracted into a shared TryRaycastPaintMesh helper used by painting, preview
and the pipette. A pipette toggle is added to the HUD panel prefab and wired
in PaintHud.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 20:25:14 +02:00
adminandClaude Opus 4.8 b07d9a22d2 Add spray brush, paint interval, and per-channel paint opacity
Spray brush mode: bakes a procedural scattered-dot mask per stamp (random
position, size, alpha within the brush disc) and paints it through the
existing single-stamp pipeline; dot centers clamped to (0.5 - dotR) so the
spray footprint matches the solid brush radius.

Paint interval: float on MeshPainter; 0 keeps the continuous interpolated
stroke, >0 emits a single timed dab every x.xx seconds.

Color picker alpha: horizontal alpha bar on both HSV pickers, runtime-built
in Rebind (no prefab re-bake), passed through to brushColor.a / emissionColor.a.

Metallic/smoothness + occlusion paint opacity: new opacity fields applied in
both CPU and GPU backends (GPU MSO draw split into MS and occlusion sub-stamps
for independent opacity), with cloned alpha sliders wired into the HUD.

Also includes the prefab layout tweaks and scene adjustments.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 19:07:28 +02:00
adminandClaude Opus 4.8 04c22f0ac1 Add in-game paint HUD bound to the mesh painter
Add a code-driven HUD that appears in paint mode and binds live to the
active MeshPainter: four channel toggles, HSV pickers for albedo and
emission, sliders for metallic/smoothness/occlusion, emission intensity
and brush size. The HUD self-assembles its own overlay canvas and event
system at runtime.

Add a ModeChanged event to GameModeManager so the HUD can follow the
active mode, and guard MeshPainter against painting through the UI.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 08:26:56 +02:00
adminandClaude Opus 4.8 c7ec12e6d9 Split mesh painter into partials and add occlusion via combined mask map
- Split MeshPainter into partial classes (Setup/Backend/Gpu/Cpu) for maintainability
- Add ambient occlusion painting, packed with metallic/smoothness into one
  MSO mask map (R=metallic, G=occlusion, A=smoothness) bound to both
  _MetallicGlossMap and _OcclusionMap, kept independently paintable via
  per-channel ColorMask
- Gate painting from a single IsChannelActive source so AO-only strokes work
- Blend albedo/emission in linear space on CPU to match the GPU framebuffer
- Pre-compensate data-channel writes for sRGB->linear so GPU matches CPU
- Harden GPU shader fallback to reflect real backend state

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 19:31:52 +02:00
admin 86c0a33687 Add metallic, smoothness, and emission painting to mesh painter
Extend the painter from a single albedo map to three paint maps:
albedo (_BaseMap), packed metallic+smoothness (_MetallicGlossMap,
R=metallic A=smoothness), and emission (_EmissionMap/_EmissionColor).

- Per-channel toggles (paint albedo / metallic+smoothness / emission)
- Metallic/Smoothness sliders and emission color + intensity brush params
- One brush shader drives all maps; metallic-smoothness uses a work
  layout (R=metallic G=smoothness A=coverage) and a pack pass
  (Hidden/MeshPaintPackMS) to the URP layout after each stroke
- GPU and CPU backends mirror all three maps with the same mask and
  seam-dilation logic
- Material keywords (_METALLICSPECGLOSSMAP, _EMISSION) enabled and the
  new maps seeded from the original material values
2026-06-23 16:08:32 +02:00
admin d5fc5ee804 Add brush preview and drive paint opacity from brush color alpha
- Add hover preview (MeshPaintPreview.shader) with a Preview Mode enum
  (Off / Flat Decal / On Surface) sharing the paint placement path so
  size, mask, alignment and rotation match the actual stroke.
- Preview Opacity now ranges up to 4.0 so faint/grey masks can be shown
  more strongly (saturates to full opacity before the hardware blend).
- Add Paint On Move Only: stamp once on mouse-down, then only while the
  cursor moves (GPU and CPU paths alike).
- Remove brushOpacity; brushColor.a is now the global opacity multiplier
  over the mask in both backends (the alpha channel was previously unused
  by the brush shader).
2026-06-23 13:58:39 +02:00
admin c67d519f68 Add square mask brush with opacity blending to mesh painter
Replace the 3D sphere brush with a square stamp in the surface tangent
plane whose shape and opacity come from a grayscale/alpha mask. Masks
are assignable via an inspector list with a live-switchable active index;
an empty list falls back to a procedurally generated circle mask that
reproduces the previous round brush.

- Mask drives opacity (luma * alpha * brushOpacity) via source-over blend
  instead of a hard threshold cut; gray 0.5 = 50%.
- GPU and CPU paths stay identical; non-readable textures are supported on
  the CPU via GPU blit-readback.
- Dilate pass treats any alpha > 0 as painted so soft edges survive seam
  padding.
- Brush alignment enum (Camera/World) plus manual rotation; tangent frame
  handedness fixed so stamps read upright and unmirrored in both modes.
2026-06-23 11:28:19 +02:00
adminandClaude Opus 4.8 f758c96dc5 Trim comments and use implicit null checks for Unity objects
Reduce comments to non-obvious "why" notes and convert UnityEngine.Object
null checks to implicit bool (if (obj) / if (!obj)). Input System devices
(Mouse.current, Keyboard.current) and plain arrays keep explicit != null.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 17:26:41 +02:00
adminandClaude Opus 4.8 dcb1fc42a6 Add game mode manager with player-control and paint modes
Introduce an extensible game mode system toggled with Tab:
- Player Control: WASD movement with always-on mouse camera orbit
- Paint: player frozen, left-click paints, right-click holds to orbit

Add GameMode base class, GameModeManager, and the two concrete modes.
Refactor controlled scripts to expose clean state flags instead of
handling input themselves: ThirdPersonOrbitInput.LookMode,
PlayerCharacterController.ControlEnabled, MeshPainter.PaintingEnabled.

Also fix camera zoom: remove the obsolete /120 wheel normalization so
one scroll notch maps to one zoomSpeed step under the new Input System.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 15:13:46 +02:00
adminandClaude Opus 4.8 6e8ab4bc6d Add Cinemachine third-person orbit camera and fix paint raycast
- Install Cinemachine 3.1.7 and set up an orbital third-person camera rig
  (CinemachineBrain, OrbitalFollow, RotationComposer, Deoccluder).
- Add ThirdPersonOrbitInput: mouse-driven orbit and wheel zoom with a Tab
  toggle that unlocks the cursor and pauses rotation.
- Fix MeshPainter so the paint ray skips the player's CharacterController
  capsule (and any other collider) and always targets the mesh collider,
  so painting works from every camera angle.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 14:31:45 +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