Select the whole pre-filled painting name one frame after activating the
input field so the first keystroke replaces it. Done explicitly so it works
regardless of the field's authored "On Focus Select All" toggle.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Load now applies the selected slot immediately instead of going through a
confirmation dialog. Save keeps its OK button enabled even when the name
already exists (the warning text stays, purely informational) and writes
through with overwrite, so re-saving under the same name replaces the slot.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Save and restore the emission intensity and the three camo knobs
(half-Lambert, half-Lambert brightness, specular dampen) with a named
painting. The .paint format moves to v3 with a small scalar block
between the header and the pixel maps; v2 paintings still load with
their painter values left untouched. Loading re-syncs the emission and
camo sliders, and peers pick the values up for free through the
existing owner-authoritative paint NetworkVariables.
Add a HUD reset (Lib_ResetHud button plus context-menu fallback) that
behaves as if the saved hud-layout file were deleted: it removes the
file, restores panels to their authored prefab positions, and resets
the brush values to the painter/material defaults captured before any
carry/restore runs.
Remove the alpha bar from HsvColorPicker so alpha is driven by
standalone Slider_AlbedoAlpha / Slider_EmissionAlpha bindings; the
picker now writes RGB only and the sliders write alpha only, with no
feedback between them. Add a generic SliderCurve component that reshapes
a slider's handle position into a non-linear value (with an inverse for
setting values back), and make the slider wiring curve-aware.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>