Commit Graph
8 Commits
Author SHA1 Message Date
adminandClaude Opus 4.8 ae84bb99dd Add late-joiner paint snapshot sync over chunked transfer
Send the accumulated paint maps as a one-time compressed baseline to
clients that join after painting has happened, instead of streaming raw
pixels.

- MeshPainter.Net.cs: TryCaptureSnapshot reads the canonical maps via
  ReadCanonical and Deflate-compresses them; ApplyPaintSnapshot inflates
  and re-seeds the backend through the same island/dilation path as
  SwitchBackend; IsPaintReady gate.
- PlayerPaintSync.cs: tag late-join transfer and live stamps with
  sequence numbers. Joiner requests the snapshot on spawn; server chunks
  and throttles it (1200 B/chunk, 8 chunks/frame) to stay under the
  6144-byte payload cap and the reliable window. Joiner buffers live
  stamps during transfer and replays only those with seq > capturedSeq,
  so no stroke is lost or applied twice across the join window. Disable
  persistence on network-driven remotes to avoid shared-save-key clobber.

Also resets the dynamic TMP font atlas glyph table (editor artifact,
unrelated to networking).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 15:44:02 +02:00
adminandClaude Opus 4.8 8c89e95014 Smooth free-camera flight and look
FreeCamController: ease movement via dt-correct Vector3.SmoothDamp on a world-space velocity (accel/decel ramp) and lag the look with Mathf.SmoothDampAngle. Both are framerate-independent and collapse to instant at smoothTime 0; smoothed state is snapped on activation (SyncToCurrentView) so entering freecam never jumps to catch up.

Bundles accumulated deferred work: PlayerScaler uniform-scale helper, scale-aware wall/ceiling climb probes and the double-scale skinned-collider bake fix, plus user content authoring (Sit pose + animation, font SDF, scene/prefab edits).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 11:49:43 +02:00
adminandClaude Opus 4.8 13de058819 Add baked voxel concealment volumes for concave furniture
Replace unreliable raycast parity on open-shell meshes with editor-baked
voxel grids. ConcealmentVolume bakes an inside-mask per object using the
union of a generalized-winding-number test (solid material, robust to open
shells) and an exterior flood-fill (enclosed cavities). ConcealmentMeter
now prefers baked volumes via an O(1) world-space lookup through a registry,
falling back to the old concave parity only for un-baked colliders.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 09:10:47 +02:00
adminandClaude Opus 4.8 f652cdeca0 Add ceiling rotation drag and refine ground/wall pose offset controls
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 19:34:51 +02:00
adminandClaude Opus 4.8 dcfd668422 Add concealment meter and skinned collider baker; reorganize assets
- 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>
2026-06-26 12:37:02 +02:00
adminandClaude Opus 4.8 c41fb398e4 Add pose-switching system with continuous hold and sprint reset
New PlayerPose ScriptableObject (AnimationClip + ceiling Y-offset) and
PlayerPoseController that drives poses via a PlayableGraph, overriding the
Animator controller. Poses are held continuously (idle, moving, on wall/
ceiling) so cycle and sprint changes show immediately. Sprinting in any
state resets to pose 0. Non-keyed bones fall back to a captured rest pose
so empty/partial clips apply fully. Ceiling Y-offset is folded into the
controller's single mesh-offset writer.

PlayerCharacterController gains IsIdle / IsSprinting / IsOnCeiling /
AnimatorOverridden accessors and SetPoseLocalYOffset; SetAnimatorRunning is
guarded while a pose owns the Animator. Removed obsolete Paintman.controller.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 08:21:28 +02:00
adminandClaude Opus 4.8 d867c617df Wall-climb mesh lean + separate climb/mantle/sprint speeds; reworked rig
PlayerCharacterController:
- Wall lean now moves only the visual model + its paint collider (auto-resolved
  mesh root parenting both renderer and bones), not the CharacterController
  capsule, so the mesh can sink into the wall (wallMaxInset) as well as lean out
  (wallMaxOffset); capsule stays flush.
- Lean eases back to the authored pose when leaving the wall instead of snapping.
- Sprint multiplier now also applies while wall/ceiling climbing.
- Separate wallMantleSpeedMultiplier for pulling up over the top edge,
  independent of the climb speed.

Assets:
- Re-exported paintman_UV.FBX and added Paintman.blend: rescaled armature to
  mesh, merged seam duplicate vertices, fresh automatic weights, inner-thigh
  weight fix (no webbing on leg spread).
- Updated anims, animator controller, font SDF and scene.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 20:57:15 +02:00
adminandClaude Opus 4.8 28761bd4f2 Organize assets into Fonts and Models folders
Move font (arialroundedmtprocyr_bold) into Assets/Fonts and the Paintman
model, animations, and animator controller into Assets/Models. Pure file
relocation; .meta files moved alongside their assets so GUIDs are preserved.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 05:13:37 +02:00