- OverviewMenu: taunt button (manual ping + close, hider/seek-only), Tab triggers the Escape chain (TypingGuard-gated)
- GameModeManager: LocalPlayerIsHider helper, allow E-ping in free cam (Q/E no longer used for movement)
- FreeCamController: vertical movement only via Space/Ctrl
- Icons: Icon_taunt (wired), Icon_firstperson_paint (unwired, for later)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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>
MatchResultScreen becomes a self-contained modal (IsOpen/Open/Close,
_panelRoot, pause handling); resolution auto-open moves there from the
session browser. OverviewMenu integrates it into the Esc chain and hides
the Match Results button until results exist (same pattern as the
role-scoped mode buttons).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
- New OverviewMenu component: Esc toggles the pause overlay, buttons
switch modes via GameModeManager.TrySwitchTo<T>() and close the panel;
visibility follows the role-scoped mode set, active mode disabled.
- Esc in paint mode exits to camera mode instead (PlayerControlMode,
hunter falls back to FirstPersonMode) rather than opening the menu.
- Centralized all Esc handling in OverviewMenu (browser close included)
to avoid frame races; OnlineSessionBrowserUI gains IsOpen/Open/Close.
- GameModeManager: switchKey Tab-cycle removed, TrySwitchTo<T> added.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
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>
- New occlusion opt-in on SoundEffect: spatialized instances get a
SteamAudioSource with raycast occlusion + frequency-dependent
transmission (walls muffle instead of hard-mute)
- Replace SoundEffectDistanceRange asset indirection with an explicit
_3d bool (user refactor); rolloff/distance now left to defaults
- Hey.asset: occlusion enabled
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
MatchManager: new Radar Ping Sound property; MsgRadarPing now goes to
all clients (spawnBlips flag keeps blips hunter-only), sound plays 3D
at each pinged hider. Distance-based stagger (speed of sound + 35 ms
min gap) prevents phase cancellation when multiple hiders ping.
SoundEffect: new spatialize toggle (per asset, applied only to 3D
instances -> Steam Audio HRTF); removed unused fade field.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Official Unity package under Assets/Plugins/SteamAudio; enabled as
Spatializer + Ambisonic Decoder in the audio settings (HRTF: sounds
behind the listener are filtered/muffled directionally). Download
staging Tools/SteamAudio/ gitignored.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Particles kept playing at the last hit position when the cursor left the
mesh mid-stroke. New _stampLandedThisFrame flag: reset before each stamp
attempt, set only where the dab actually paints (after placement and
corner guard); no landed stamp -> StopPaintParticles immediately.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Enthält zwangsläufig auch den PaintHud-RectTransform-Churn (Prefab-Override-Anker/Größen) — Szenen-File nicht splitbar.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Cursor_Normal/Paint/Pipette: generierte Grafiken jetzt in Vollauflösung (766-829 px, Max Size im Importer steuert Anzeigegröße), Paint-Ring-Inneres freigestellt
- Neuer Cursor_Blank (transparent): wird während eines Strokes auf dem Mesh gesetzt statt Cursor.visible zu togglen (fixt Flicker-Kampf mit dem Orbit-Input)
- CursorController: Hotspots normalisiert (0-1, unabhängig von Import Max Size); Zustandskette Pipette > (Stroke ? Blank : Paint) > Normal; off-mesh während Stroke -> Normal
- MeshPainter: StrokeInProgress-Flag (Maustaste auf Paint-Pfad gehalten)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
- CursorController: polls painter state in LateUpdate; paint cursor only
while the brush preview decal actually draws (MeshPainter.BrushPreviewVisible),
pipette while held/toggled, fallback to normal over UI (InputUtil.PointerOverUi)
- Auto ForceSoftware while Unity Recorder is recording (reflection into
editor-only assembly, 0.5s poll, editor-only) so the cursor is captured;
back to hardware cursor when recording stops
- 3 placeholder cursor PNGs (32x32, cursor import type) with per-cursor hotspots
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
IsGloballyEnabled() kill switch: Awake destroys the component at
runtime, OnEnable self-disables in the editor. Flip the constant to
re-enable.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Distanz-LOD am Renderer (Start/End/Min Shells, pro Kamera), Rendering Layer Mask wie beim MeshRenderer
- Cutout in der AlphaTest-Queue statt Transparent-Blend (Early-Z killt Overdraw), Shells tip-to-root submitted
- LightMode UniversalForwardOnly (Deferred+ hatte den Opaque-Pass sonst nicht gezeichnet)
- FurGBuffer-Pass (ComplexLit-Muster): HTrace WSGI sieht das Fell, kein Durchscheinen mehr
- Root-AO-Fix: Grading straehnen-relativ (gradeH) statt absoluter Shell-Hoehe -- schwarze Streifen weg
- Distanz-Aggregations-Fade wieder entfernt (auf Wunsch, Fern-Straehnen bleiben voll)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Transparent queue sorted fur draws per object, so overlapping fur
renderers swapped in front of each other frame to frame. FurForward
now writes depth; new Depth Sort Clip tunable discards low-coverage
fragments before they write depth (avoids halo punch-through).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The mixer's start snapshot overwrites exposed params set before the
first frame, so the BeforeSceneLoad SetFloat was discarded. Re-apply
the saved volume after one frame (Awaitable.NextFrameAsync).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
Shader (PictureTessellationLit):
- Lighting parity with URP Lit: lightmaps, shadowmask/mixed, APV, DBuffer
decals, vertex additional lights, rendering layers, fragment fog
- UniversalGBuffer pass (with tessellation + graded albedo) so HTrace WSGI
composes correct GI instead of a cyan veil over pictures
- Skip GPU tessellation entirely when strength/displacement is 0
- Inspector ranges matched to builder (-3..3 bump, -10..10 tessellation)
Builder:
- Frame Thickness & Padding are now absolute meters (size-independent)
instead of fractions of the picture size
- Tooltip updates for the new default/range semantics
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
- Optional Picture Normal Map + Height Map fields on the per-frame material
instance (_BumpMap/_NORMALMAP keyword, _HeightMap; height doubles as
occlusion map when the material has none)
- Sliders: Normal Map Strength, Occlusion Strength, Tessellation Strength
(0-3, default 1), Occlusion Contrast (-1-3), Brightness (0-3)
- Picture Crop left/right/top/bottom via UV window remap; aspect follows
the cropped pixel dimensions
- Picture Subdivisions (1-64): picture surface as triangle grid for
tessellation displacement
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Hull/domain tessellation with height-map displacement, occlusion map with
strength/contrast controls, height-weighted brightness multiplier, standard
PBR (base/normal/metallic/smoothness). ComplexLit pattern (UniversalForwardOnly)
so custom shading survives Deferred+; ShadowCaster/DepthOnly/DepthNormalsOnly
all run through the same displacement domain.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Right-click a texture > Process > Generate Normal + Height Map (DeepBump):
runs the DeepBump ML CLI (color_to_normals, then normals_to_height) in the
background with progress display. Sources larger than 2048px are downscaled
via Pillow/Lanczos first (quadratic tile cost, avoids grid seams). Normal
imports as Normal Map, height as linear (sRGB off). Tool lives outside
Assets under Tools/DeepBump (gitignored: cloned repo + local venv).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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>
Classic hit path now captures a statue record like conversion does;
rename the statue infrastructure (CaptureStatue/SpawnStatues/
DespawnStatues/_statueRecords) since it is no longer conversion-only.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A pointer-up after a drag no longer counts as a click (dragging flag +
press-to-release distance within the existing tolerance), so drag ->
release -> click cannot trigger a reset anymore. PaintHud prefab:
pointer tolerance 4 px, HalfLambert default back to 0.5.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Also serializes wallStepOffset on Player prefab and includes SliderDoubleClickReset wiring in Main (mixed scene edits).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>