Commit Graph
9 Commits
Author SHA1 Message Date
adminandClaude Opus 4.8 b6aaf69235 Add Shift brush controls to paint mode
Hold Shift to momentarily enable the pipette (restores prior state on
release) and Shift+Scroll to resize the brush. The orbit zoom ignores the
wheel while Shift is held so it does not zoom and resize at once. The HUD
brush-size slider follows live via a BrushSizeChanged event, and the brush
preview now stays visible while Shift is held (drawn before the pipette
early-return) so the new size is visible while scrubbing.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 16:20:25 +02:00
adminandClaude Opus 4.8 2a6fc163b1 Add persistent global mouse sensitivity setting with slider
MouseSensitivity is a static, PlayerPrefs-backed multiplier (default 1,
clamped 0.1-4.0) that scales the mouse-look delta in the FreeCam,
FirstPerson and ThirdPerson controllers. Writes flush immediately so the
value survives a hard build exit. MouseSensitivitySlider binds the
Settings-panel slider to it (range read from the inspector) and mirrors
the value into its label, syncing on panel open via OnEnable.

Main.unity now contains the session-manager canvas directly (the
Online Session Manager prefab was unpacked) and wires the slider binder.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 13:55:53 +02:00
adminandClaude Opus 4.8 ee482905f9 Replace auto paint persistence with a named painting library
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>
2026-06-27 18:39:20 +02:00
adminandClaude Opus 4.8 cda1373979 Persist player and third-person camera state across sessions
Add player position/rotation/wall-climb persistence and camera
orbit (yaw/pitch/radius) persistence, auto-saved on quit/play-stop
and auto-loaded on start. Also includes the wall-climb fixes
(directional top-out, base detach on push-away).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 07:38:32 +02:00
adminandClaude Opus 4.8 4c28d1488d Add movement accel/decel, camera smoothing, and Running animator hook
- Smooth acceleration/deceleration on ground and air movement
- Interpolated scroll zoom and low-pass smoothed orbit rotation
- Drive Animator "Running" bool while moving on the ground
- Add Paintman animator controllers and animation clips
- Update README and GAME_DESIGN docs for sprint, accel, camera smoothing and animator hookup

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 22:35:50 +02:00
adminandClaude Opus 4.8 4c9eef18f4 Rework wall-climb controls: constant W/S climb, mouse-drag wall pose
- W/S climb straight up/down at a constant speed (camera pitch no longer
  tilts or slows them); the camera only drives A/D strafe along the wall.
- The body now always faces the wall. Holding LMB and dragging sets the
  wall pose: vertical drag leans out from / back to the wall (offset eases
  back to zero while moving, never detaches), horizontal drag turns the
  body (yaw held until leaving the wall, eased back by ground rotation).
- Pause the camera orbit while dragging the wall pose (LookSuppressed).
- Drop the camera-to-wall angle logic and the old approach/detach-distance
  model; add wallMaxOffset, wallOffsetSensitivity, wallOffsetReturnSpeed
  and wallRotateSensitivity.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 18:36:58 +02:00
adminandClaude Opus 4.8 f758c96dc5 Trim comments and use implicit null checks for Unity objects
Reduce comments to non-obvious "why" notes and convert UnityEngine.Object
null checks to implicit bool (if (obj) / if (!obj)). Input System devices
(Mouse.current, Keyboard.current) and plain arrays keep explicit != null.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 17:26:41 +02:00
adminandClaude Opus 4.8 dcb1fc42a6 Add game mode manager with player-control and paint modes
Introduce an extensible game mode system toggled with Tab:
- Player Control: WASD movement with always-on mouse camera orbit
- Paint: player frozen, left-click paints, right-click holds to orbit

Add GameMode base class, GameModeManager, and the two concrete modes.
Refactor controlled scripts to expose clean state flags instead of
handling input themselves: ThirdPersonOrbitInput.LookMode,
PlayerCharacterController.ControlEnabled, MeshPainter.PaintingEnabled.

Also fix camera zoom: remove the obsolete /120 wheel normalization so
one scroll notch maps to one zoomSpeed step under the new Input System.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 15:13:46 +02:00
adminandClaude Opus 4.8 6e8ab4bc6d Add Cinemachine third-person orbit camera and fix paint raycast
- Install Cinemachine 3.1.7 and set up an orbital third-person camera rig
  (CinemachineBrain, OrbitalFollow, RotationComposer, Deoccluder).
- Add ThirdPersonOrbitInput: mouse-driven orbit and wheel zoom with a Tab
  toggle that unlocks the cursor and pauses rotation.
- Fix MeshPainter so the paint ray skips the player's CharacterController
  capsule (and any other collider) and always targets the mesh collider,
  so painting works from every camera angle.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 14:31:45 +02:00