Commit Graph
4 Commits
Author SHA1 Message Date
adminandClaude Opus 4.8 59939b3496 Add painted-height HUD sliders for AO shift and relief intensity
Wire three material-backed look sliders (occlusion AO shift, relief normal
intensity, parallax intensity) through the paint HUD, its layout/state
persistence, the .paint slot format (bumped to v4), owner-authoritative
network sync and the runtime reset, mirroring the existing camo-knob path so
they save, restore, replicate and reset alongside the brush values.

Change the occlusion AO mapping from a division threshold to a linear shift:
AO fades from 1 down to (1 - shift) at the deepest painted hole, so a 0 shift
no longer leaves black spots. Enable _NORMALMAP alongside _PARALLAXMAP so URP
transforms the painted relief normal into world space (otherwise it discards
normalTS and the relief is invisible), and pin the added keyword in the build
keep-alive material.

Stop the pipette from picking the occlusion/height value and turn its toggle
off after a pick. Default the knobs to 0.2 shift / 1.4 normal / 1.0 parallax
across the shader, painter, network and HUD fallbacks.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 07:07:39 +02:00
adminandClaude Opus 4.8 44cea8dd15 Load paintings instantly and allow overwriting saves in the paint HUD
Load now applies the selected slot immediately instead of going through a
confirmation dialog. Save keeps its OK button enabled even when the name
already exists (the warning text stays, purely informational) and writes
through with overwrite, so re-saving under the same name replaces the slot.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 21:47:16 +02:00
adminandClaude Opus 4.8 057c99fa1d Persist material scalars, reset the HUD, and split alpha from the picker
Save and restore the emission intensity and the three camo knobs
(half-Lambert, half-Lambert brightness, specular dampen) with a named
painting. The .paint format moves to v3 with a small scalar block
between the header and the pixel maps; v2 paintings still load with
their painter values left untouched. Loading re-syncs the emission and
camo sliders, and peers pick the values up for free through the
existing owner-authoritative paint NetworkVariables.

Add a HUD reset (Lib_ResetHud button plus context-menu fallback) that
behaves as if the saved hud-layout file were deleted: it removes the
file, restores panels to their authored prefab positions, and resets
the brush values to the painter/material defaults captured before any
carry/restore runs.

Remove the alpha bar from HsvColorPicker so alpha is driven by
standalone Slider_AlbedoAlpha / Slider_EmissionAlpha bindings; the
picker now writes RGB only and the sliders write alpha only, with no
feedback between them. Add a generic SliderCurve component that reshapes
a slider's handle position into a non-linear value (with an inverse for
setting values back), and make the slider wiring curve-aware.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 18:20:13 +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