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>
- 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>
- 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>