Commit Graph
131 Commits
Author SHA1 Message Date
adminandClaude Opus 4.8 c637c566ce Add concealment colliders for The Room light/shelf props
Generate concealment colliders for Big_Light_01, Kallax_Chest and
Kragsta_Tall in The Room; wire the Big_Light_01 prefab and scene
references. Includes incidental ProBuilder settings churn.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 23:00:11 +02:00
adminandClaude Opus 4.8 b2f602589e Content/authoring: concealment colliders, scene + material tweaks, ignore third-party asset packs
- Generated concealment colliders for The Room (Fortuny ON base/top)
- Main + The Room scene edits, Wall_White material variants
- ProjectSettings churn (PackageManager, ProBuilder settings)
- .gitignore: exclude imported Allsky / ArchVizPRO Vol.6 / Isle of Assets packs

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 09:17:39 +02:00
adminandClaude Fable 5 14eddbb427 Wire generated pose icons, icon scales and pose button sprite
- Icon_pose_{ball,hold,idle,sit,star,wall}.png (rendered via PoseIconStage) as sprites
- Pose assets: icon references + per-pose iconScale tuning; Hold re-serialized with missing default fields
- Main: pose overview button sprite; Pose Icon scene framing tweaks; Player.mat shader switch

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 21:09:05 +02:00
adminandClaude Fable 5 2de153d8fe Add toon shader with outline for pose icon stage
Cel-shaded white body with tinted shadow band plus inverted-hull
clip-space outline (constant screen width, works in deferred via
SRPDefaultUnlit). Key light added to the Pose Icon scene, material
wired to the Paintman.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 18:59:15 +02:00
adminandClaude Fable 5 ed1d171ed3 Authoring: hotkey hints on menu buttons, pose radial radius, Player.mat
Main: Taunt/Pose button labels show their hotkeys (E/C), pose radial
radius 220 -> 150. Player.mat switched to URP Lit (drops invalid
keyword), UMotion project state churn.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 18:48:17 +02:00
adminandClaude Fable 5 083d0b8430 Add PoseIconStage editor component and Pose Icon scene
Applies a pose clip plus root position/rotation to the staged Paintman
for authoring pose icons (screenshot pipeline follows later).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 18:48:07 +02:00
adminandClaude Fable 5 21cb0ac8ad Center icon button label with fixed width, drop obsolete per-instance overrides
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 16:22:25 +02:00
adminandClaude Fable 5 292ec430a3 Main: Pose UI wiring (PoseMenu, radial items container, pose button)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 16:17:46 +02:00
adminandClaude Fable 5 cab7590774 Main: taunt icon button wiring in Overview UI
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 15:22:54 +02:00
adminandClaude Fable 5 1054bcd3d6 Main: Overview UI icon buttons authoring
Scene edits wiring the new Icon Button prefab/icons into the Overview
menu (includes the usual re-save YAML reshuffle) plus TMP font SDF
atlas churn from the UI work.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 14:46:51 +02:00
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 7f18dc82f6 Content: The Room Steam Audio geometry export
SteamAudioGeometry on Map root (exportAllChildren) + exported static
mesh asset so occlusion raycasts have scene geometry to hit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 23:33:38 +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 9decea3501 The Room: scene pass (generated skybox reflection cubemap churn)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 17:48:29 +02:00
adminandClaude Fable 5 0541a6416f The Room: Fur-Wiring (rootAO 0.4, neuer FurShellRenderer), Wall_White ohne Env-Reflections, Mobile_Renderer XRay-Umbenennung
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 16:59:38 +02:00
adminandClaude Fable 5 4ed74a5005 The Room: fur test object wiring + cubemap churn
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 14:30:53 +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 0c7ac11023 The Room: generated normal/height maps on picture frames, Frame Picture.mat
Generated _normal/_height PNGs for the P10027xx photo set, wired height maps
and strength values on scene frames, Frame Picture material switched to the
new PictureTessellationLit shader.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 00:25:56 +02:00
adminandClaude Fable 5 adcd1db73b The Room content pass: 10 new photo textures, picture frames, mipmaps on photos
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>
2026-07-10 22:37:28 +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 07839d0a7e The Room content pass: new photo textures, shelf prefab tweaks, AudioMixer update; remove test SoundEffect asset; ignore PSD~ sources
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 19:28:34 +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 04514b83c7 The Room: replace photo quads/prefabs with picture frames
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>
2026-07-10 07:54:03 +02:00
adminandClaude Fable 5 d1f7b79013 The Room: migrate test frame to relative properties, Frame.mat tweaks
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 21:32:26 +02:00
adminandClaude Fable 5 07aef0c7b2 The Room: picture frame authoring pass (size/aspect migration, Frame.mat)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 20:33:25 +02:00
adminandClaude Fable 5 bac32a87a9 The Room: test frame collider wiring + pedestal picture depth
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>
2026-07-09 20:08:03 +02:00
adminandClaude Fable 5 a4d4c9ac91 The Room: add PictureFrameBuilder test frame, paint prefab scale tweaks
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>
2026-07-09 19:20:06 +02:00
adminandClaude Fable 5 fb3588cc7d The Room: wire VideoClipPlaylist on plasma TV with ping-pong clip
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>
2026-07-09 16:39:10 +02:00
adminandClaude Fable 5 2f38cb384e The Room map pass: TV video, photo materials, prefab cleanup
- 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>
2026-07-09 15:45:44 +02:00
adminandClaude Fable 5 bde3e71873 Map: The Room content pass with new photo material
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>
2026-07-08 22:05:11 +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
adminandClaude Opus 4.8 f9c9927e87 The Room: wire skybox reflection, drop foreign LightingData
Added SkyboxEnvironmentUpdater to the scene and switched Environment Reflections to Custom with the generated SkyboxReflection cubemap; unassigned the borrowed Supercyan forest LightingData asset (m_LightingDataAsset -> 0) and lowered ambient intensity to 0.75. Gold material metallic 1 -> 0.9 to soften the reflection look.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 18:19:05 +02:00
admin b74123188b Setup lighting (GI, AO) 2026-07-07 13:28:49 +02:00
admin 669b4e1308 Add Majoras Mask, update gitignore 2026-07-07 11:16:43 +02:00
adminandClaude Opus 4.8 53412a6fb7 Map: further The Room geometry edits (ProBuilder)
Additional ProBuilder mesh work in The Room plus updated ProBuilder shape/select editor settings (Plane shape defaults).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 22:37:22 +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 8ae499d899 Map: expand The Room level geometry (ProBuilder)
Add World Border material, ProBuilder mesh data and updated ProBuilder settings.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 19:49:23 +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