Enable mipmaps on the existing photo texture imports and add the new
IMG_20250412 photo set; scene pass in The Room.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The renderer wiring had flipped it to Base; as a Base camera with
Don't Clear it rendered fullscreen into an uninitialized target
(RenderGraph debug yellow). Overlay restores stack compositing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Classic hit path now captures a statue record like conversion does;
rename the statue infrastructure (CaptureStatue/SpawnStatues/
DespawnStatues/_statueRecords) since it is no longer conversion-only.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A pointer-up after a drag no longer counts as a click (dragging flag +
press-to-release distance within the existing tolerance), so drag ->
release -> click cannot trigger a reset anymore. PaintHud prefab:
pointer tolerance 4 px, HalfLambert default back to 0.5.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Also serializes wallStepOffset on Player prefab and includes SliderDoubleClickReset wiring in Main (mixed scene edits).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Content pass: new photo textures, picture frames built with
PictureFrameBuilder in the scene, Frame Inner.mat tweak; removed the
now-obsolete photo materials and Paint prefab variants.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Assigned texture drives the picture material BaseMap via a per-frame
material instance (asset untouched, frames sharing a material stay
independent) and takes priority for aspect resolution. New default
picture material Frame Picture.mat wired in the script defaults.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Frame thickness, corner radius, padding, inner depth and picture depth
are now normalized factors (scale with Size, no dead clamp zones).
Picture aspect is computed inside-out so padding and frame thickness
no longer distort the image. New Frame Inner.mat as inner default.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Replace Width/Height with a single Size (longer side); the shorter side
follows the picture material's base map source-image aspect (editor-
resolved, serialized for builds, 1:1 fallback). Add Range attributes on
all frame parameters and default material references (new Frame.mat).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
PictureFrameBuilder test frame now carries its 6 generated BoxColliders
(pictureDepth -0.05 pedestal case) plus the usual regenerated
SkyboxReflection cubemap churn.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Rebuild now runs once per frame via ExecuteAlways Update (OnValidate only
sets a dirty flag + QueuePlayerLoopUpdate), fixing inspector drag stutter
from stacked delayCalls. Adds automatic BoxCollider generation (4 frame
bars, opening slab, optional pedestal box for raised pictures) with an
ownership list so manual colliders stay untouched. Corner radius is
intentionally ignored for colliders.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Includes the migrated frame values (Inner Depth 0.1, Picture Depth -0.05)
and the usual regenerated SkyboxReflection cubemap churn.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
HeroCutoutLit.shader and its HeroCutout.hlsl include are in active use
(hero cutout occluder material); Assets/Shaders/ is the established
home for shader code. GUIDs preserved via .meta move, relative include
path unchanged - no references break.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The MotionVectors pass (drawn by HTrace and URP against the real camera
depth buffer) was stock URP: no cutout clip and ZWrite on, so it wrote
the wall depth back into the hole after opaques. The skybox then failed
the depth test there (black disc) and all screen-space effects
(SSAO/GI) shaded the hole with the occluded wall's depth.
The pass now runs ApplyHeroCutout before URP's fragment entry point.
ObjectMotionVectors.hlsl forces its own entry via include_with_pragmas,
so the pragmas are declared explicitly and the file is plain-included.
Complements the earlier GBuffer clip; XR MV pass and ShadowCaster stay
stock on purpose. Includes render-queue churn on the occluder material.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Adds the ping-pong processed TV video and a VideoClipPlaylist on the
Video object (one item, full range, loop). Includes regenerated
SkyboxReflection cubemap churn from SkyboxEnvironmentUpdater.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Plays a list of items (clip + percentage range) on a VideoPlayer.
Double-buffers via a second player (auto-created child incl. AudioSource
copy) and drives the screen texture through a MaterialPropertyBlock,
flipping only once the next player delivers frames - no black/freeze gap.
Editor drawer renders each item as clip row + min-max percent range slider.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Right-click a VideoClip -> Process -> Ping-Pong Video: runs ffmpeg in the
background (forward + reversed video concat, audio played twice), writes
<name>_pingpong.mp4 next to the source and imports it. Supports
multi-select, silent clips (video-only retry), progress display and
unique output paths.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- New TV Video material + environment video clip on the plasma TV
- New P1002728 photo material/texture, P1002712 texture, three new
paint prefab variants
- Living-room prefab variants updated across the set
- Remove stale generated concealment collider PolyShape assets
- The Room scene content pass
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ground-stepOffset analogue for climbing (wallStepOffset, default 0.1):
when climb movement is blocked by a small ledge, the capsule lifts
along the wall normal in pre-swept sub-steps and continues, with a
short servo hold to prevent being pulled back into the ledge. Ground
detach while climbing down now requires floor that extends away from
the wall, so narrow step tops no longer cause a mid-wall exit.
Wall->ceiling handoff additionally checks OverheadIsPassableStep():
if the overhead surface is only a small protrusion within the step
allowance, the handoff is skipped and the step pass carries the
capsule over the edge. Genuine overhangs hand off unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New IMG_20250412_132757_908 texture/material on a quad, level edits,
regenerated skybox reflection cubemap churn.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Main: match results section (winner banner, summary, header + row
template) authored inside the session panel and wired as the result
screen's section root; nameplate template restructured into a
NameLabelContainer with styled texts using the custom font. The Room:
regenerated SkyboxReflection cubemap serialization churn.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The atlas was generated at sampling 159 with padding 4 (~40:1 instead
of the required ~10:1), so at small render sizes the SDF edge smoothing
could never reach zero alpha at the glyph quad border - every character
rendered a faint translucent rectangle. Regenerated in place (same
asset/GUID/material): sampling 85 / padding 8, gradient scale 9, full
Latin-1 charset (native umlauts instead of fallback mixing), kerning
pairs rebuilt. LiberationSans fallback asset picks up the current
serialization format from the re-save.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
PlayerNameplates clones a GameObject container instead of a single
TMP_Text and drives all TMP_Text children (text + distance font size),
so the label template can be authored with layered texts (e.g. outline
or shadow copies) in the editor.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Applying a snapshot now also raises the replica's sequence horizon: a
snapshot covers all events up to its captured cutoff. Previously the
horizon only advanced with the live stamp stream, so the server replica
of a player who never painted served snapshots with cutoff 0 - late
joiners then waited forever for the published baseline cutoff and the
reveal gate never opened (third client could not see the second).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
MatchManager tracks per-participant outcomes from match start (hunter /
hiding / found / converted / left), freezes hit rows with seek time and
finder name, and decides the winner at seek end (any untouched hider ->
hiders win). Results replicate via a Match_Result named message,
broadcast live on hide start, every hit and mid-match leave (no-op once
the winner is frozen), with late joiners served the current state.
MatchResultScreen renders the scoreboard as a section of the session
panel: winner banner ("Match in progress" while live), summary counts
and pooled rows (name, outcome, time, found by); the section hides when
no result data exists. OnlineSessionBrowserUI auto-opens the Esc
overlay when the Resolution sub-phase begins.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Generalize the body-renderer gate to all avatars so nameplates inherit
the existing visibility matrix (hide phase, found hiders, paint reveal,
conversion settle), and add the one case the body gate cannot cover:
hunters see camouflaged hider bodies during seek, so suppress hider
names for a local hunter viewer while LocalSubPhase == Seek.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- GameSettings: playerName field persisted in Settings.json
- NetworkPlayerSetup: owner-written DisplayName NetworkVariable
(seeded from settings on spawn, sanitized/truncated, live rename push)
- PlayerNameField: binds the session panel name input to settings
- PlayerNameplates: screen-space overlay labels above players with
distance-based font scaling (clamped min/max), pooling, FP self-hide
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
HTrace WSGI composites indirect lighting after post-processing using the
GBuffer albedo/occlusion of the player's stock URP GBuffer pass. That pass
knew neither the painted-height AO semantics nor the brightness/saturation
grade, so desaturated paint reappeared fully saturated in shadow/indirect
light and painted height modulated GI with the raw 0.5-centered value.
- PlayerCamoShared.hlsl (new): single source for camo knobs,
ApplyPaintedHeightSurface and ApplyCamoBodyGrade shared by both passes
- PlayerCamoGBuffer.hlsl (new): CamoGBufferFragment = URP 17.3 Lit GBuffer
fragment + height-AO remap on occlusion + grade applied to albedo
- PlayerCamoLit.shader: GBuffer pass now uses CamoGBufferFragment
- PlayerCamo.hlsl: consumes the shared helpers (forward path unchanged)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The swept-sphere probes tilt their contact normal while rolling over a
thin board's edge, which faked slope top-outs, ceiling hand-offs and
bare-rim vaults mid-face. Confirmed via temporary exit-path logging
(stripped again) and fixed at the verified causes:
- RaycastWallFace: confirm "face flattened into a slope" with a thin,
strictly horizontal ray instead of trusting the tilted sphere normal
(a vertical board still reads steep; real ramps still top out).
- Rim judging: the full-capsule span probe is the arbiter — while it
still sees a steep face anywhere along the capsule, re-adopt that true
normal (breaking the tilt self-amplification feedback loop) and keep
climbing; only a persistent rim (wallTopOutConfirm debounce) vaults.
- WallContinuesAbove: band-sampled horizontal sweep so a grazed shelf
edge above never reads as a cleared rim.
- Bare rim: parks by default (upward motion clamped); holding up vaults
over the edge via MantleOverEdge, headroom-gated.
- ProbeWallSpan sweeps strictly horizontally; center probe always
rejects down-facing hits (edge grazes), wall->ceiling hand-off only
via the explicit head-gap check against clearly down-facing surfaces.
- Slope/ground top-outs additionally gated on a genuine stand
(HasStandableTop) so a board's own top edge no longer detaches.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Sweep over 48 files (Editor/ excluded): remove comments that restate the
code, condense class summaries, fix three stale doc statements
(HsvColorPicker alpha bar, PaintHud layoutPrefab, MasterVolume
FallbackDefault). Inline two single-use wrappers (IsPointerOverUi,
BuildModes), drop an unused using, replace a magic literal with the
existing ParallaxBase constant, and convert ~10 UnityEngine.Object null
checks to the implicit-bool convention. No serialized fields, signatures,
RPC/NetworkVariable names, defaults, or #if blocks touched.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Replace all thin raycast climb probes with capsule-width SphereCasts:
fixes drop on thin boards (mid-face contact never lost, top-out only
fires at the real top edge) and edge flicker on curved surfaces
(continuous contact normal instead of per-frame face flips)
- Remove WallProbeTangentSamples fan fallback (obsolete with SphereCasts)
- Collapse WallInFront/WallPresentAtOffset/WallHitAt into WallPresentAt,
inline ApplyMeshOffset wrapper
- Trim redundant comments, keep non-obvious rationale and tooltips
- No serialized fields removed or renamed (prefab values intact)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>