Commit Graph
4 Commits
Author SHA1 Message Date
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 301f7e64cb Add Ctrl+Z/Ctrl+Y undo/redo with command-based network sync
Pointer-based per-painter history of the canonical maps with copy-on-write
sharing (only maps touched by a stroke are cloned). A stroke (press..release)
is one step; a Load resets the history to the loaded maps as the sole baseline.

Network sync replicates undo/redo as tiny checkpoint/restore commands instead
of broadcasting full map snapshots: every peer runs the same COW history keyed
by owner-assigned checkpoint ids and reproduces restores locally. A peer that
cannot reproduce a target (undo across its join boundary) requests a targeted
snapshot from the owner as fallback.

Hardening: ordered send FIFO keeps stamps + checkpoints + restores in
production order (a marker never overtakes the stamps it finalizes); stamp
overflow carries over to the next frame instead of being decimated, so remote
content matches the owner; remote always inserts the checkpoint id to stay
1:1 aligned. Owner-authoritative snapshot fallback replaces the silent
host no-op. Adds a logSync toggle (default on) tracing when each
checkpoint/restore/snapshot is sent, applied, or falls back.

Also includes paintings-panel layout tuning in PaintHudPanel.prefab
(inspector edits).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 20:19:36 +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
admin 95fa5cc22d Persist painted maps and HUD layout across sessions
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.
2026-06-25 05:11:36 +02:00