Commit Graph
344 Commits
Author SHA1 Message Date
adminandClaude Fable 5 7669ae1b66 Complete Match Results modal: standalone overlay, auto-open on resolution
MatchResultScreen becomes a self-contained modal (IsOpen/Open/Close,
_panelRoot, pause handling); resolution auto-open moves there from the
session browser. OverviewMenu integrates it into the Esc chain and hides
the Match Results button until results exist (same pattern as the
role-scoped mode buttons).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 12:55:05 +02:00
adminandClaude Fable 5 fdb562bba5 Main: Overview UI wiring for the new escape menu
- Overview UI canvas active, OverviewMenu component wired to panel,
  browser reference and mode buttons; includes YAML reshuffle from the
  scene re-save (content verified unchanged).
- EditorSettings: known 1-line churn.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 12:34:21 +02:00
adminandClaude Fable 5 7ac6038121 Add OverviewMenu escape menu, remove Tab mode cycling
- New OverviewMenu component: Esc toggles the pause overlay, buttons
  switch modes via GameModeManager.TrySwitchTo<T>() and close the panel;
  visibility follows the role-scoped mode set, active mode disabled.
- Esc in paint mode exits to camera mode instead (PlayerControlMode,
  hunter falls back to FirstPersonMode) rather than opening the menu.
- Centralized all Esc handling in OverviewMenu (browser close included)
  to avoid frame races; OnlineSessionBrowserUI gains IsOpen/Open/Close.
- GameModeManager: switchKey Tab-cycle removed, TrySwitchTo<T> added.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 12:34:12 +02:00
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 4c63a5e5dd Audio: radar taunt at head height + Steam Audio source tuning
- MatchManager: taunt positions resolve the FirstPersonTarget child instead of the player root (shared TauntPosition helper, root fallback)
- SoundEffectInstance: physics-based distance attenuation + raycast occlusion on runtime SteamAudioSource

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 00:26:01 +02:00
adminandClaude Fable 5 7f18dc82f6 Content: The Room Steam Audio geometry export
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>
2026-07-11 23:33:38 +02:00
adminandClaude Fable 5 706100e322 Audio: per-SoundEffect occlusion via Steam Audio + 3D flag refactor
- New occlusion opt-in on SoundEffect: spatialized instances get a
  SteamAudioSource with raycast occlusion + frequency-dependent
  transmission (walls muffle instead of hard-mute)
- Replace SoundEffectDistanceRange asset indirection with an explicit
  _3d bool (user refactor); rolloff/distance now left to defaults
- Hey.asset: occlusion enabled

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 23:33:29 +02:00
adminandClaude Fable 5 c25d0777c2 Content: Hey taunt asset, audio folder, radar sound wiring
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>
2026-07-11 23:11:46 +02:00
adminandClaude Fable 5 0172a1e834 Radar ping taunt sound + per-SoundEffect spatialize opt-in
MatchManager: new Radar Ping Sound property; MsgRadarPing now goes to
all clients (spawnBlips flag keeps blips hunter-only), sound plays 3D
at each pinged hider. Distance-based stagger (speed of sound + 35 ms
min gap) prevents phase cancellation when multiple hiders ping.

SoundEffect: new spatialize toggle (per asset, applied only to 3D
instances -> Steam Audio HRTF); removed unused fade field.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 23:11:39 +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 1093e22ff9 Player prefab: regenerated Netcode GlobalObjectIdHash
Editor-side churn from a prefab re-save (NetworkObject hash regen).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 22:22:02 +02:00
adminandClaude Fable 5 1d5676ab3c Stop paint particles when no stamp lands during a held stroke
Particles kept playing at the last hit position when the cursor left the
mesh mid-stroke. New _stampLandedThisFrame flag: reset before each stamp
attempt, set only where the dab actually paints (after placement and
corner guard); no landed stamp -> StopPaintParticles immediately.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 22:21:56 +02:00
adminandClaude Fable 5 094cf3a493 Paint-Partikel beim Malen: Emission pro Stamp, Scale = Brush-Radius, Farbe = Brush-Albedo mit Helligkeits-Streuung
- MeshPainter: Paint Particles Prefab, lazy Instanz, Play/Stop am Stroke, MinMaxGradient (Albedo +-25%/15% dunkel/hell)
- PaintSplatter.prefab + Paint Particle Material/Textur, Wiring am Player.prefab
- FurShellRenderer: Kill-Switch-Destroy nur im Play-Mode (Edit-Mode-Error beim Prefab-Load)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 22:13:16 +02:00
adminandClaude Fable 5 a5438cf5a0 Main: normalisierte Cursor-Hotspots am CursorController
Enthält zwangsläufig auch den PaintHud-RectTransform-Churn (Prefab-Override-Anker/Größen) — Szenen-File nicht splitbar.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 21:35:46 +02:00
adminandClaude Fable 5 423a2d15ec Cursors: Krea-Grafiken in voller Auflösung, Blank-Cursor beim Malen, normalisierte Hotspots
- Cursor_Normal/Paint/Pipette: generierte Grafiken jetzt in Vollauflösung (766-829 px, Max Size im Importer steuert Anzeigegröße), Paint-Ring-Inneres freigestellt
- Neuer Cursor_Blank (transparent): wird während eines Strokes auf dem Mesh gesetzt statt Cursor.visible zu togglen (fixt Flicker-Kampf mit dem Orbit-Input)
- CursorController: Hotspots normalisiert (0-1, unabhängig von Import Max Size); Zustandskette Pipette > (Stroke ? Blank : Paint) > Normal; off-mesh während Stroke -> Normal
- MeshPainter: StrokeInProgress-Flag (Maustaste auf Paint-Pfad gehalten)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 21:35:36 +02:00
adminandClaude Fable 5 653bc79236 Main: wire Cursor Controller into scene (+ UI RectTransform churn)
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>
2026-07-11 18:09:22 +02:00
adminandClaude Fable 5 ae5fa63141 Custom mouse cursor: normal/paint/pipette with recorder-aware software mode
- CursorController: polls painter state in LateUpdate; paint cursor only
  while the brush preview decal actually draws (MeshPainter.BrushPreviewVisible),
  pipette while held/toggled, fallback to normal over UI (InputUtil.PointerOverUi)
- Auto ForceSoftware while Unity Recorder is recording (reflection into
  editor-only assembly, 0.5s poll, editor-only) so the cursor is captured;
  back to hardware cursor when recording stops
- 3 placeholder cursor PNGs (32x32, cursor import type) with per-cursor hotspots

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 18:09:14 +02:00
adminandClaude Fable 5 9decea3501 The Room: scene pass (generated skybox reflection cubemap churn)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 17:48:29 +02:00
adminandClaude Fable 5 03c7243fa6 PaintHud: layout pass (anchors/size tweaks, one element disabled)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 17:48:29 +02:00
adminandClaude Fable 5 39ab1a3ced Disable FurShellRenderer globally (not production-ready yet)
IsGloballyEnabled() kill switch: Awake destroys the component at
runtime, OnEnable self-disables in the editor. Flip the constant to
re-enable.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 17:48:29 +02:00
adminandClaude Fable 5 0541a6416f The Room: Fur-Wiring (rootAO 0.4, neuer FurShellRenderer), Wall_White ohne Env-Reflections, Mobile_Renderer XRay-Umbenennung
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 16:59:38 +02:00
adminandClaude Fable 5 b4e4c19e54 FurShell: Performance-Umbau (Distanz-LOD, Cutout+Early-Z, Tip-to-Root) + Deferred+/HTrace-Fixes
- Distanz-LOD am Renderer (Start/End/Min Shells, pro Kamera), Rendering Layer Mask wie beim MeshRenderer
- Cutout in der AlphaTest-Queue statt Transparent-Blend (Early-Z killt Overdraw), Shells tip-to-root submitted
- LightMode UniversalForwardOnly (Deferred+ hatte den Opaque-Pass sonst nicht gezeichnet)
- FurGBuffer-Pass (ComplexLit-Muster): HTrace WSGI sieht das Fell, kein Durchscheinen mehr
- Root-AO-Fix: Grading straehnen-relativ (gradeH) statt absoluter Shell-Hoehe -- schwarze Streifen weg
- Distanz-Aggregations-Fade wieder entfernt (auf Wunsch, Fern-Straehnen bleiben voll)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 16:59:38 +02:00
adminandClaude Fable 5 4ed74a5005 The Room: fur test object wiring + cubemap churn
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 14:30:53 +02:00
adminandClaude Fable 5 874ddccb4f FurShell: per-pixel z-order between fur objects (ZWrite On + coverage clip)
Transparent queue sorted fur draws per object, so overlapping fur
renderers swapped in front of each other frame to frame. FurForward
now writes depth; new Depth Sort Clip tunable discards low-coverage
fragments before they write depth (avoids halo punch-through).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 14:30:47 +02:00
adminandClaude Fable 5 38b9369051 Fix master volume not applied on startup
The mixer's start snapshot overwrites exposed params set before the
first frame, so the BeforeSceneLoad SetFloat was discarded. Re-apply
the saved volume after one frame (Awaitable.NextFrameAsync).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 13:06:44 +02:00
adminandClaude Fable 5 46b8d532b6 Enable third-person camera collision against BlockCam layer only
- Main: Deoccluder CollideAgainst = BlockCam (256), CameraRadius 0.01,
  HeroCutout.replaceDeoccluderPullIn off (re-enables AvoidObstacles at runtime)
- Lobby: Floor moved to BlockCam layer

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 12:50:27 +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 Fable 5 57a4627b81 PictureFrameBuilder/Shader: lighting parity, HTrace GBuffer pass, absolute frame metrics
Shader (PictureTessellationLit):
- Lighting parity with URP Lit: lightmaps, shadowmask/mixed, APV, DBuffer
  decals, vertex additional lights, rendering layers, fragment fog
- UniversalGBuffer pass (with tessellation + graded albedo) so HTrace WSGI
  composes correct GI instead of a cyan veil over pictures
- Skip GPU tessellation entirely when strength/displacement is 0
- Inspector ranges matched to builder (-3..3 bump, -10..10 tessellation)

Builder:
- Frame Thickness & Padding are now absolute meters (size-independent)
  instead of fractions of the picture size
- Tooltip updates for the new default/range semantics

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 12:30:19 +02:00
adminandClaude Fable 5 0c7ac11023 The Room: generated normal/height maps on picture frames, Frame Picture.mat
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>
2026-07-11 00:25:56 +02:00
adminandClaude Fable 5 defd970cf8 PictureFrameBuilder: normal/height maps, strengths, crop, subdivisions
- Optional Picture Normal Map + Height Map fields on the per-frame material
  instance (_BumpMap/_NORMALMAP keyword, _HeightMap; height doubles as
  occlusion map when the material has none)
- Sliders: Normal Map Strength, Occlusion Strength, Tessellation Strength
  (0-3, default 1), Occlusion Contrast (-1-3), Brightness (0-3)
- Picture Crop left/right/top/bottom via UV window remap; aspect follows
  the cropped pixel dimensions
- Picture Subdivisions (1-64): picture surface as triangle grid for
  tessellation displacement

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 00:25:49 +02:00
adminandClaude Fable 5 d0d7028ebb Add PictureTessellationLit shader (tessellation + height displacement)
Hull/domain tessellation with height-map displacement, occlusion map with
strength/contrast controls, height-weighted brightness multiplier, standard
PBR (base/normal/metallic/smoothness). ComplexLit pattern (UniversalForwardOnly)
so custom shading survives Deferred+; ShadowCaster/DepthOnly/DepthNormalsOnly
all run through the same displacement domain.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 00:25:38 +02:00
adminandClaude Fable 5 8a5f5fd832 Add DeepBump normal + height map generator editor tool
Right-click a texture > Process > Generate Normal + Height Map (DeepBump):
runs the DeepBump ML CLI (color_to_normals, then normals_to_height) in the
background with progress display. Sources larger than 2048px are downscaled
via Pillow/Lanczos first (quadratic tile cost, avoids grid seams). Normal
imports as Normal Map, height as linear (sRGB off). Tool lives outside
Assets under Tools/DeepBump (gitignored: cloned repo + local venv).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 00:25:30 +02:00
adminandClaude Fable 5 adcd1db73b The Room content pass: 10 new photo textures, picture frames, mipmaps on photos
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>
2026-07-10 22:37:28 +02:00
adminandClaude Fable 5 27fe8775e1 Fix radar camera back to Overlay type
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>
2026-07-10 22:37:19 +02:00
adminandClaude Fable 5 eeaf45aa8f Nameplates: run positioning in Update instead of LateUpdate
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 22:37:19 +02:00
adminandClaude Fable 5 a2a0e85831 Spawn hider statues in resolution phase for classic mode too
Classic hit path now captures a statue record like conversion does;
rename the statue infrastructure (CaptureStatue/SpawnStatues/
DespawnStatues/_statueRecords) since it is no longer conversion-only.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 22:37:11 +02:00
adminandClaude Fable 5 14015d7134 Ignore drag-releases in slider double-click reset; tune HUD slider defaults
A pointer-up after a drag no longer counts as a click (dragging flag +
press-to-release distance within the existing tolerance), so drag ->
release -> click cannot trigger a reset anymore. PaintHud prefab:
pointer tolerance 4 px, HalfLambert default back to 0.5.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 22:37:03 +02:00
adminandClaude Fable 5 07839d0a7e The Room content pass: new photo textures, shelf prefab tweaks, AudioMixer update; remove test SoundEffect asset; ignore PSD~ sources
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 19:28:34 +02:00
adminandClaude Fable 5 90da315fbd Switch to Deferred+ with dedicated forward renderer for radar camera; rendering-layer setup across scenes
Also serializes wallStepOffset on Player prefab and includes SliderDoubleClickReset wiring in Main (mixed scene edits).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 19:28:32 +02:00
adminandClaude Fable 5 7fb0ff54b1 Add double-click-to-reset on all sliders (interval + pointer tolerance) and sync PaintHud slider defaults
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 19:28:22 +02:00
adminandClaude Fable 5 cf794643a6 Fix camo forward pass on Deferred+ (ComplexLit forward-only path, HalfLambert/X-ray restored)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 19:28:22 +02:00
adminandClaude Fable 5 b30db72e0c Add ledge grab: walking over an edge attaches to the wall below (not while sprinting)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 19:28:22 +02:00
adminandClaude Fable 5 ec7ab45ff1 The Room: scene pass, photo texture import settings (no mips/compression), remove Chameleon Background
Plus NetworkSimulator preset rid churn in Main.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 13:26:04 +02:00
adminandClaude Fable 5 66f890869f Move Play Scene window menu entry to Tools/Play Scene
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 13:26:04 +02:00
adminandClaude Fable 5 0be503c927 Add SoundEffect audio system (ScriptableObject-based) with test assets
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 13:25:56 +02:00
adminandClaude Fable 5 04514b83c7 The Room: replace photo quads/prefabs with picture frames
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>
2026-07-10 07:54:03 +02:00
adminandClaude Fable 5 5dbdc0e6b2 Add Picture Texture field to PictureFrameBuilder
Assigned texture drives the picture material BaseMap via a per-frame
material instance (asset untouched, frames sharing a material stay
independent) and takes priority for aspect resolution. New default
picture material Frame Picture.mat wired in the script defaults.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 07:53:54 +02:00
adminandClaude Fable 5 d1f7b79013 The Room: migrate test frame to relative properties, Frame.mat tweaks
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 21:32:26 +02:00
adminandClaude Fable 5 6a15a68a2e Make picture frame properties relative and fix picture aspect ratio
Frame thickness, corner radius, padding, inner depth and picture depth
are now normalized factors (scale with Size, no dead clamp zones).
Picture aspect is computed inside-out so padding and frame thickness
no longer distort the image. New Frame Inner.mat as inner default.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 21:32:19 +02:00
adminandClaude Fable 5 07aef0c7b2 The Room: picture frame authoring pass (size/aspect migration, Frame.mat)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 20:33:25 +02:00