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>
Add PlayerAnimationSync NetworkBehaviour with owner-authoritative
NetworkVariables for pose index and locomotion category (idle/walk/run/fall).
Remote avatars switch their PlayerPoseController into network-controlled mode,
skipping local input, sprint reset, capsule resize and camera framing, and
take pose index plus locomotion externally. Disable pose persistence on
network-driven remotes so foreign avatars can't overwrite the local save.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Play a dedicated falling animation when the player is airborne and
descending past a scale-aware velocity threshold.
- PlayerCharacterController: new IsFalling state + Fall Animation Speed
threshold (true only when !grounded && !wallClimbing && descending,
scaled via CapsuleScale); explicitly false during wall/ceiling climb.
- PlayerPose: per-pose Fall Clip + Fall Clip Speed (mirrors walk/run).
- PlayerPoseController: select the fall clip while falling, fall back to
the idle clip when a pose has none (no regression).
- Author content: Paintman-Fall.anim assigned to Pose_Idle; UMotion
project, Player prefab and scene authoring.
- Docs: check off the fall animation in GAME_DESIGN.md.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Introduce a FirstPersonController / FirstPersonMode pair (mirroring the
free-cam mode) wired into the GameModeManager Tab cycle. In first person the
mesh is hidden, the eye sits on CameraTarget plus a per-pose
firstPersonCameraTargetYOffset, and the character body yaw is driven to match
the camera via a new single-writer FaceYaw hook on PlayerCharacterController.
Also includes user content edits (poses, prefabs, scene) carried along.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Each PlayerPose now carries its own collider center Y, radius and height,
eased and routed to the CharacterController via a SetCapsule single-writer.
This lets crawl poses (Ball/Star) shrink the capsule to fit under furniture.
The ceiling Y offset is removed; poses without authored sizes fall back to
the base capsule, so existing poses keep their collision.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add cameraTargetYOffset to PlayerPose so each pose can offset the
Cinemachine ThirdPersonCamera follow/look target independently of the
body mesh. PlayerCharacterController gains a cameraTarget reference
(auto-resolved via the "CameraTarget" child, base position captured in
Awake) and a single-writer SetCameraTargetLocalYOffset. PlayerPoseController
eases the per-pose camera offset and composes it with the shared ceiling
offset, so the camera target follows the ceiling lift in lockstep with the
mesh. Wire cameraTarget explicitly in SampleScene.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- PlayerPoseController: add applyFootIK toggle (default off) and apply it
to each pose playable so straight-knee idles render straight; Mecanim
foot IK was bending the knees to plant the feet (162° instead of 180°).
- Add Pose_Ball / Paintman-Ball animation and reorder the pose list.
- Move StraightenKneesTool editor utility under Assets/Unused/Editor.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Import Mixamo humanoid Walking + Running FBX, switch rig type to Humanoid
- Wire walkClip/runClip with per-clip speeds on Pose_Idle (walk 1.4, run 1.5)
- Add per-animation speed sliders (Range 0.1-3, default 1) to PlayerPose SO,
applied per frame in PlayerPoseController for live tuning
- Reorganize pose assets: replace Pose_TPose with Pose_Hold, prune legacy
Paintman-Run/-TPose .anim and paintman_UV.FBX
- Ignore UMotion plugin data/editor folders
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replace the hard pose snap with a 2-input AnimationMixerPlayable crossfade:
the running pose moves to input 0 (keeping its play time), the new pose to
input 1, weight ramps over poseBlendDuration (smoothstep). Per-frame rest
reset stays, so empty/partial clips still resolve to rest during and after
the blend. Ceiling Y-offset now eases via MoveTowards (ceilingOffsetSpeed)
on enter/exit/pose-change instead of snapping.
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>