Commit Graph
16 Commits
Author SHA1 Message Date
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 Opus 4.8 21fecdd569 FurShell authoring: drop orphaned scale-influence prop, tune fur X-ray
FurShell.mat: remove the now-orphaned _FurScaleInfluence serialization.
Player.prefab: _xrayFurStrength tuned to ~0 (fur X-ray glow off).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 17:31:09 +02:00
adminandClaude 95a8cdce52 FurShell material: serialize new scale/X-ray properties
Material now stores the shader's new _FurObjScale/_FurScaleInfluence and
X-ray glow properties (template defaults; FurShellRenderer remains the
single source of truth and overrides them live from the painter).

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-06 16:33:32 +02:00
adminandClaude Opus 4.8 8f31c07bef Authoring: Radar-Tuning + Fade-Defaults, Prefab-Hash-Churn
Main.unity: radarPingInterval 30->10, radarPingLifetime 3->2, Sim-Preset,
Radar-Fade-Defaults (fadeInSpeed 5, fadeOutSpeed 3, hiddenScale 0.8).
Radar.mat: Basis-Alpha 0.443->0.427.
ConversionStatue/Hider.prefab: regenerierter GlobalObjectIdHash.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 12:23:49 +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 5b95cb7f56 Authoring: Main scene, HUD panel, move FurShell material to Assets/Materials
- Main.unity + PaintHudPanel.prefab: fur/paint HUD authoring updates.
- Rename FurShell_Test.mat -> Materials/FurShell.mat (same GUID).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 12:08:58 +02:00
adminandClaude Opus 4.8 91a64545d0 Tune player X-ray pulse and paint padding
Author X-ray pulse shape/speed on Player.mat and raise seam padding
texels on Player.prefab.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 22:12:16 +02:00
admin c2d535c661 Author the player X-ray glow color and fade timing
Set _XRayColor (HDR orange, alpha 0 = off by default), pulse speed/strength
on Player.mat and xrayFadeDuration on the Player prefab.
2026-07-01 12:22:21 +02:00
admin 3709bf76db Swap the living-room and shared materials to the new shader
Point the living-room set and the shared materials at the new shader GUID and clear the stale MOTIONVECTORS pass / custom render queue overrides.
2026-06-30 08:42:02 +02:00
admin fbbc46cc6e Update scenes, lighting and materials
Authoring pass on The Room plus lighting tweaks across Lobby and Main, add a new Gold material, and bump the PC renderer SSAO intensity and radius.
2026-06-29 20:12:49 +02:00
admin b091f1175b Add camo sliders to the paint HUD and tune the player
Add the HalfLambert, HalfLambert brightness and specular-damp sliders to the paint HUD panel, dial the camo values on Player.mat, and disable shadow casting on the Paintman renderer so the player's cast shadow no longer gives away its position.
2026-06-29 20:12:44 +02:00
admin 4da2e3a70c Update scenes, lighting and glass materials
Heavy authoring pass on The Room scene plus lighting/render tuning across
scenes: Lobby gets lower ambient/reflection intensity, softer shadow
strength and a baked lighting data asset; Main and Test Map drop their
lighting data/settings links. Replace the living-room Glass materials with
reworked versions under Assets/Materials, update BrightDaySettings, and set
hunterCount to 0 in Main.
2026-06-29 16:24:12 +02:00
admin 42c5fcc323 Apply camouflage material to the player
New Player.mat using Custom/PlayerCamoLit, assigned to the Paintman renderer
on the Player prefab so the camo shader is active on hunters and hiders.
2026-06-29 16:23:14 +02:00
adminandClaude Opus 4.8 ac25f59232 Add radial hero-cutout shader for third-person camera
Reveal the player when geometry sits between the orbit camera and the
character: a screen-space circular mask in a URP/Lit clone (HeroCutoutLit)
clips occluders in front of the player, depth-gated so only geometry nearer
than the hero is cut. The cutout lives outside UnityPerMaterial (SRP batcher
intact) and is a no-op when disarmed, so occluders look identical to URP/Lit.

A runtime driver (HeroCutout.cs on Main/GameManager) feeds the player's
screen position, radius, feather and depth into global shader properties and
only arms while the third-person orbit vcam is live; it disarms in
first-person, free-cam and the pause menu. Applied to the lobby walls via a
dedicated occluder material (floor left solid). Shipped but shelved for now.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 17:18:32 +02:00
admin 3f58e75623 Add lobby/main scene background, sky and glow materials
Main scene gets a full-rect Background image (Chameleon Background 1) in
the menu UI and re-enables a UI component. Lobby scene receives extensive
authoring (sky, lighting, props). New Lobby Sky and White Glow materials;
Yellow Glow emission toned down from ~89 to 64.
2026-06-28 15:15:59 +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