Surface the PlayerCamoLit material knobs (HalfLambert, HalfLambert brightness, specular dampen) as material-backed properties on MeshPainter, guarded by an IsReady gate since the HUD binds before the material instance exists. Wire the three HUD sliders to them and seed the sliders from the live material once the painter is ready. Persist the values into the same HUD JSON as the brush settings (with a hasCamoValues flag so pre-camo save files never clobber the authored material) and carry them across a scene-switch respawn. Replicate them owner-authoritatively via a NetworkVariable in PlayerPaintSync, exactly like emission intensity, so remotes and late joiners show the same camo.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The debounced auto-save compared painter values against the on-disk
baseline, so after any slider/toggle change the values stayed different
every frame and the 0.5s timer was pushed forward endlessly, never
firing. Saving only happened via the direct drag-end path. Compare
against the previous-frame snapshot instead so the timer fires once the
values settle. Also pin hudSaveId to a stable key so the layout is
shared across scenes instead of split per-scene.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
HUD panel positions and brush values were written only from
OnApplicationQuit/OnDestroy, which is not guaranteed in a build (Alt-F4,
process kill, crash), so layout work was lost. DraggablePanel now exposes
an IEndDragHandler callback that saves the layout the moment a panel is
dropped. Brush-value changes are detected against a disk baseline in
LateUpdate and flushed after a 0.5s debounce so per-frame slider drags
do not write every frame. The teardown save path is removed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The HUD save key was derived from the active scene name, which now changes
across the additive lobby/map loads (Main -> Lobby -> Test Map). Save and
restore landed in different files, so settings appeared lost. Derive the key
from the HUD's own (stable, persistent) scene instead.
Brush settings also live on the avatar's painter, which is despawned and
respawned on every scene switch, resetting them to prefab defaults. Mirror
the brush values into an in-memory snapshot on the persistent HUD and seed the
freshly bound painter from it, so in-session edits carry across the respawn.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Add mask selector with previews to the brush card (data-driven from
painter.brushMasks); persist activeBrushIndex with HUD layout.
- Fix alpha/coverage artifacts when overpainting after load or backend
switch: derive the dilation source marker from a deterministic UV island
mask instead of resetting it to "unpainted" on every seed.
- Import the two final brush mask textures (Brushes/).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add MeshPainter.Persistence.cs: auto-save the three canonical paint maps
(albedo, MSO, emission) as PNGs under persistentDataPath on quit/play-stop
and auto-load them as the backend seed on start, so painting survives
sessions. Reuses the existing ReadCanonical/SetupBackend seed round-trip;
no new color-space code.
Add PaintHud.Persistence.cs: auto-save draggable panel positions and the
widget-bound painter values to a small JSON layout file, restored on start
via the painter -> SyncFromPainter -> widgets path. Complete SyncFromPainter
to also cover the spray sliders.