Commit Graph
54 Commits
Author SHA1 Message Date
adminandClaude Fable 5 bb57a97ed7 Main: Match Results menu wiring
New Match Results menu + button (user authoring), MatchResultScreen
_panelRoot reference; includes the usual re-save YAML reshuffle.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 12:55:13 +02:00
adminandClaude Fable 5 fdb562bba5 Main: Overview UI wiring for the new escape menu
- Overview UI canvas active, OverviewMenu component wired to panel,
  browser reference and mode buttons; includes YAML reshuffle from the
  scene re-save (content verified unchanged).
- EditorSettings: known 1-line churn.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 12:34:21 +02:00
adminandClaude Fable 5 367bc9cee0 Content: Steam Audio export rename + wall transmission tuning
- The Room export split/renamed to 'The Room Scene.asset' / 'The Room Audio.asset' under Assets/Scenes (old root-level export removed), scene references updated
- Default Steam Audio material: transmission raised (0.8/0.6/0.3) so walls dampen less aggressively
- EditorSettings: enter-play-mode options reset

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 00:26:08 +02:00
adminandClaude Fable 5 c25d0777c2 Content: Hey taunt asset, audio folder, radar sound wiring
New Assets/Audio/ with Hey.asset (+ ogg samples), Sound Effect
Distance Range moved there; Main.unity wires Hey.asset to the
MatchManager radar ping; The Room AudioSource tweak and regenerated
Player.prefab GlobalObjectIdHash (editor churn).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 23:11:46 +02:00
adminandClaude Fable 5 a5438cf5a0 Main: normalisierte Cursor-Hotspots am CursorController
Enthält zwangsläufig auch den PaintHud-RectTransform-Churn (Prefab-Override-Anker/Größen) — Szenen-File nicht splitbar.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 21:35:46 +02:00
adminandClaude Fable 5 653bc79236 Main: wire Cursor Controller into scene (+ UI RectTransform churn)
Scene file can't be split: also carries PaintHud anchor/size re-serialization
from the layout pass.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 18:09:22 +02:00
adminandClaude Fable 5 46b8d532b6 Enable third-person camera collision against BlockCam layer only
- Main: Deoccluder CollideAgainst = BlockCam (256), CameraRadius 0.01,
  HeroCutout.replaceDeoccluderPullIn off (re-enables AvoidObstacles at runtime)
- Lobby: Floor moved to BlockCam layer

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 12:50:27 +02:00
adminandClaude Fable 5 720a4c96f7 Content: frame texture maps, scene passes, BlockCam layer prep
- Generated _normal/_height maps for all frame photo textures (DeepBump)
- The Room: picture frame pass; Lobby/Test Map scene passes
- AudioMixer: unmute group
- New layer 8 "BlockCam" (TagManager) + Main Camera culling mask includes it

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 12:30:31 +02:00
adminandClaude Fable 5 27fe8775e1 Fix radar camera back to Overlay type
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>
2026-07-10 22:37:19 +02:00
adminandClaude Fable 5 90da315fbd Switch to Deferred+ with dedicated forward renderer for radar camera; rendering-layer setup across scenes
Also serializes wallStepOffset on Player prefab and includes SliderDoubleClickReset wiring in Main (mixed scene edits).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 19:28:32 +02:00
adminandClaude Fable 5 ec7ab45ff1 The Room: scene pass, photo texture import settings (no mips/compression), remove Chameleon Background
Plus NetworkSimulator preset rid churn in Main.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 13:26:04 +02:00
adminandClaude Fable 5 ae3b0b9f0d Wire Match Panel sliders in Main scene
Seven MatchSettingSlider bindings with ranges and value labels in the
Esc-menu Match Panel.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 22:05:02 +02:00
adminandClaude Fable 5 d0678994aa Scenes: match results panel in Esc menu, nameplate container, cubemap churn
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>
2026-07-08 20:41:17 +02:00
adminandClaude Fable 5 553db9a088 Scenes: nameplates canvas + name field wiring in Main, The Room cubemap churn
- Main: PlayerNameplates overlay canvas (sorting 110) with NameLabel
  template (bottom-aligned) and CanvasScaler (scale w/ screen size,
  1920x1080, expand); PlayerNameField on the session player panel
- The Room: regenerated SkyboxReflection cubemap fileID churn

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 14:58:24 +02:00
adminandClaude Opus 4.8 3e6d61115b Scenes: update Main and The Room authoring
Editor-side scene edits (lighting/environment, object tweaks) captured on
save.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 07:24:13 +02:00
adminandClaude Opus 4.8 c24f9cec64 Main scene: tune HTrace AO profile, disable metallic indirect fallback
Reordered/updated the HTrace AO profile reference, MetallicIndirectFallback 1 -> 0 and DebugSceneMismatch 0 -> 1.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 18:19:10 +02:00
admin b74123188b Setup lighting (GI, AO) 2026-07-07 13:28:49 +02:00
adminandClaude Opus 4.8 5a56da3d86 Main scene: hunterCount 1->0, bump network simulator preset
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 22:37:22 +02:00
adminandClaude Opus 4.8 5aa1f976d3 Tune match timings and radar ping cadence
hideDuration 90->120, seekDuration 300->240; radar ping interval and lifetime adjustments plus blip fade defaults.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 19:49:31 +02:00
adminandClaude Opus 4.8 d9e4aec927 Authoring: serialize pingKey default, NetworkSimulator preset tweak
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 13:59:32 +02:00
adminandClaude Opus 4.8 8f31c07bef Authoring: Radar-Tuning + Fade-Defaults, Prefab-Hash-Churn
Main.unity: radarPingInterval 30->10, radarPingLifetime 3->2, Sim-Preset,
Radar-Fade-Defaults (fadeInSpeed 5, fadeOutSpeed 3, hiddenScale 0.8).
Radar.mat: Basis-Alpha 0.443->0.427.
ConversionStatue/Hider.prefab: regenerierter GlobalObjectIdHash.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 12:23:49 +02:00
adminandClaude Opus 4.8 65bd6f8efc Authoring: default players-collide off, sim preset, statue prefab hash
Set GameModeManager.playersCollide to off in Main.unity, retune the
NetworkSimulator preset reference, and pick up the ConversionStatue
prefab's regenerated GlobalObjectIdHash.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 11:18:10 +02:00
adminandClaude Opus 4.8 8bafa2f10a Scene authoring: ConversionStatue prefab, registration and wiring
- ConversionStatue.prefab: Hider variant stripped of player-only components
  (NetworkPlayerSetup, PlayerAnimationSync, ConcealmentMeter, PlayerScaler),
  controllers disabled, MatchStatue added.
- DefaultNetworkPrefabs.asset: register the statue prefab.
- Main.unity: wire MatchManager.statuePrefab.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 09:33:21 +02:00
admin c355dd2438 Scene authoring: match tuning and Radar Camera audio listener cleanup
- Main.unity: matchLoadTimeout 30, hitRevealDelay 0.35 -> 0.2, sim
  preset reselect (Mobile 2G), and remove the redundant AudioListener
  on Radar Camera (silences the "2 audio listeners in scene" warning).
2026-07-06 07:55:52 +02:00
adminandClaude Opus 4.8 ec395ab766 Radar-/Ping-HUD Szenen-Setup + Lobby-Material
Main.unity: Ping-Time-TMP-Objekt angelegt und am MatchHud verdrahtet
(_pingTimeText), radarPingInterval 30 / radarPingLifetime 3, radarCamera.
Lobby.unity: Material-Swap.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-05 21:45:16 +02:00
adminandClaude Opus 4.8 23b51d07a4 Authoring: radar scene setup, materials, tag + fur/probuilder tweaks
- Main.unity: Radar / Target Template / Point hierarchy under Radar Camera
- Radar tag added (TagManager)
- Radar.mat + RadarPoint.mat (URP Particles/Unlit blip material)
- The Room.unity: fur shader tint/softness tweaks, Target Template disabled
- Player.prefab: xrayFlashBoost/fur field reserialization
- ProBuilder editor prefs

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-05 20:47:13 +02:00
adminandClaude Opus 4.8 9dfac9a24c chore(authoring): hunter speed tuning + match/scene settings
Hunter.prefab: moveSpeed 1, sprintSpeedMultiplier 2->4, GlobalObjectIdHash.
Main.unity: hideDuration 20->90, resolveDuration 20->50, NetworkBootstrap
GUI off, network simulator preset -> Mobile 2G.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 15:14:26 +02:00
adminandClaude Opus 4.8 4ceaf85c8f Authoring: Hunter/Hider prefab ids, Main scene match tuning + sim preset
- hitRevealDelay 0.35, resolveDuration 20, NetworkSimulator preset (Mobile 2G).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 14:19:00 +02:00
adminandClaude Opus 4.8 5b95cb7f56 Authoring: Main scene, HUD panel, move FurShell material to Assets/Materials
- Main.unity + PaintHudPanel.prefab: fur/paint HUD authoring updates.
- Rename FurShell_Test.mat -> Materials/FurShell.mat (same GUID).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 12:08:58 +02:00
adminandClaude Opus 4.8 a4604328d2 Add settings panel volume slider to Main scene
Scene authoring: settings panel UI wiring the MasterVolumeSlider.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 15:30:49 +02:00
adminandClaude Opus 4.8 8ee329eee0 MatchHud: hunter/hider count widgets + English phase labels
Authored HUD count widgets (Hunter/Hider label + count) wired to new
_hunterCount/_hiderCount serialized fields; phase labels switched to English.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 12:57:14 +02:00
adminandClaude Opus 4.8 d71785d872 Author MatchHud and PaintHud canvases in the Main scene
Add the MatchHudCanvas (TopBar > Phase/Time, Crosshair > H/V) and move
PaintHud onto a scene-authored canvas, matching the binder rewrites. Your
scene authoring, kept in its own commit.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 10:32:48 +02:00
adminandClaude Opus 4.8 26f2a00726 Scene tuning: hunterCount, relay timeout value, Room object state
Main: hunterCount 0 -> 1, wire connectTimeoutSeconds = 25 on the session
manager. The Room: player prefab tag Player -> Untagged, deactivate an object.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 20:09:40 +02:00
admin 68ee58a167 Update scenes 2026-07-01 20:49:09 +02:00
admin b6d60d7a98 Tune the hero cutout in Main and drop the duplicate driver
Remove the second HeroCutout from the Main Camera (the GameManager host is the
intended, single driver), set the GameManager cutout radius/feather, and set
hunterCount to 0.
2026-06-30 21:32:36 +02:00
admin 6bedc7cf3e Serialize the paint-mode pan tunables in Main 2026-06-30 19:25:48 +02:00
admin 24de7ef3da Select the conversion match mode in Main 2026-06-30 15:20:58 +02:00
admin 8fcf2d6de0 Tune the match phase durations and shooting in Main
Set hideDuration 30, seekDuration 60, resolveDuration 10, shootRange 100 and shootCooldown 1.5 on the MatchManager.
2026-06-30 13:59:57 +02:00
admin 95effb91da Set the hunter count and re-enable the camera component in Main
Bump hunterCount to 1 and re-enable the disabled camera component on the
main camera.
2026-06-30 12:03:33 +02:00
admin 1e17b90358 Add the hero cutout to the main camera and tune the deoccluder
Attach the HeroCutout component to the Main Camera with dialed-in cone values (radius 0.42, feather/depthFeather 0.15) and lower the deoccluder MinimumDistanceFromTarget to 0.05.
2026-06-30 08:42:06 +02:00
admin fbbc46cc6e Update scenes, lighting and materials
Authoring pass on The Room plus lighting tweaks across Lobby and Main, add a new Gold material, and bump the PC renderer SSAO intensity and radius.
2026-06-29 20:12:49 +02:00
admin 4da2e3a70c Update scenes, lighting and glass materials
Heavy authoring pass on The Room scene plus lighting/render tuning across
scenes: Lobby gets lower ambient/reflection intensity, softer shadow
strength and a baked lighting data asset; Main and Test Map drop their
lighting data/settings links. Replace the living-room Glass materials with
reworked versions under Assets/Materials, update BrightDaySettings, and set
hunterCount to 0 in Main.
2026-06-29 16:24:12 +02:00
admin 604adcdfd4 Add The Room scene with living room environment, use it as the match scene
New The Room scene built from the Barking_Dog living room asset: prefab
variants under Assets/Prefabs/3D Living Room, an Environment Light prefab and
baked lighting settings. Point MatchManager at The Room (was Test Map) and
swap it into the build settings scene list. Floor_Wood material and the
living room meta files are reserialized by the URP/Unity importer. Main.unity
also carries the inspector-pinned defaults of the orbit-zoom and hunter-count
fields (matching the C# defaults, no behavior change).
2026-06-28 21:40:18 +02:00
admin f9312d8a69 Lower camera near clip plane to 0.01
Drop the third-person/main camera near clip from 0.1 to 0.01 so the view
does not clip into the player up close.
2026-06-28 17:19:23 +02:00
adminandClaude Opus 4.8 ac25f59232 Add radial hero-cutout shader for third-person camera
Reveal the player when geometry sits between the orbit camera and the
character: a screen-space circular mask in a URP/Lit clone (HeroCutoutLit)
clips occluders in front of the player, depth-gated so only geometry nearer
than the hero is cut. The cutout lives outside UnityPerMaterial (SRP batcher
intact) and is a no-op when disarmed, so occluders look identical to URP/Lit.

A runtime driver (HeroCutout.cs on Main/GameManager) feeds the player's
screen position, radius, feather and depth into global shader properties and
only arms while the third-person orbit vcam is live; it disarms in
first-person, free-cam and the pause menu. Applied to the lobby walls via a
dedicated occluder material (floor left solid). Shipped but shelved for now.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 17:18:32 +02:00
admin 4e27b1e729 Disable editor network bootstrap in builds; tune scenes and paint HUD panel
NetworkBootstrap now destroys itself outside the editor. Camera FOV/background
tweaks in Main, lobby light intensity, and paint HUD panel font/color polish.
2026-06-28 15:51:49 +02:00
admin 3f58e75623 Add lobby/main scene background, sky and glow materials
Main scene gets a full-rect Background image (Chameleon Background 1) in
the menu UI and re-enables a UI component. Lobby scene receives extensive
authoring (sky, lighting, props). New Lobby Sky and White Glow materials;
Yellow Glow emission toned down from ~89 to 64.
2026-06-28 15:15:59 +02:00
adminandClaude Opus 4.8 dadf9d88d4 Fix paint HUD settings not persisting until a panel is dragged
The debounced auto-save compared painter values against the on-disk
baseline, so after any slider/toggle change the values stayed different
every frame and the 0.5s timer was pushed forward endlessly, never
firing. Saving only happened via the direct drag-end path. Compare
against the previous-frame snapshot instead so the timer fires once the
values settle. Also pin hudSaveId to a stable key so the layout is
shared across scenes instead of split per-scene.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 14:21:03 +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 cdfec364b2 Toggle session panel with Escape as in-game pause overlay
- Panel shows in Main while disconnected, auto-hides once a connection is
  established, and toggles open/closed with Escape in the Lobby or on a Map.
- Escape now pauses gameplay (active mode exits, cursor freed, paint and
  movement disabled) instead of ending the match directly; closing restores
  the prior mode via SwitchTo.
- Disconnect button is context-aware: leaves the session in the Lobby, acts
  as "Back to Lobby" (EndMatch) for the match authority on a Map, and stays a
  plain disconnect for non-authority clients on a Map.
- Removed the Escape->EndMatch handler from MatchManager; match end now routes
  through RequestEndMatch with the same authority routing.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 11:34:13 +02:00