Commit Graph
5 Commits
Author SHA1 Message Date
adminandClaude Opus 4.8 8abcb8b4ff MeshPainter-Pipette: von AVP/*-Shadern picken + Console-Spam-Fix
- Material-Read-Helper (GetColorProp/GetTexProp/GetFloatProp/ApplyST) auf
  variadische Namenslisten umgestellt
- Albedo/Metallic/Smoothness/Emission der AVP-Shader (POM, Glass, Velvet,
  Velvet_Curtains) werden jetzt name- und typ-tolerant gepickt
- typ-gepruefter HasProp (Shader.GetPropertyType) verhindert GetFloat-Spam
  bei _Metallic/_Smoothness als Textur
- ConcealmentVolume: begleitende Anpassung

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 21:36:43 +02:00
adminandClaude Fable 5 6c03e5d3f6 Refactor Assets/Scripts: trim restating comments, minor structure cleanups
Sweep over 48 files (Editor/ excluded): remove comments that restate the
code, condense class summaries, fix three stale doc statements
(HsvColorPicker alpha bar, PaintHud layoutPrefab, MasterVolume
FallbackDefault). Inline two single-use wrappers (IsPointerOverUi,
BuildModes), drop an unused using, replace a magic literal with the
existing ParallaxBase constant, and convert ~10 UnityEngine.Object null
checks to the implicit-bool convention. No serialized fields, signatures,
RPC/NetworkVariable names, defaults, or #if blocks touched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 08:29:18 +02:00
adminandClaude Opus 4.8 ed09d6a1b0 Netcode: receiver-side paint reveal gate + fur pipette gating
Hide remote avatars until this client has actually applied a snapshot
reaching the owner-published baseline cutoff, preventing the default
grey/white material from flashing before a player's painting has loaded.

- PlayerPaintSync: owner-authoritative _publishedCutoff NetworkVariable,
  receiver tracks _appliedCutoff; explicit blank publish for never-painted
  avatars so they still reveal.
- NetworkPlayerSetup: cache _paintSync, hide body renderers on spawn, gate
  UpdateVisibility on PaintRevealReady.
- MeshPainter.Pick: fur toggle now follows pickedHeight (own paint-mesh
  only), matching the Occlusion/Height pipette behaviour.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 12:08:46 +02:00
adminandClaude Opus 4.8 1b783a39be Fur: Albedo-gekoppelte Länge, Toggle-Gate, Soft-Edge, World-Gravity, Pipette & FP-Hide
- Fur-Map trägt nur noch R = Länge (linearer Datenkanal); Farbe kommt per-texel
  aus der Live-Albedo-RT (an _BaseMap des Shell-Shaders gebunden)
- Toggle_Fur als echtes Gate (IsChannelActive = fur), Default aus, furLength 0.5
- Weicher Alpha-Übergang (radial/tip/length coverage) statt Hard-Clip; Transparent-
  Pass mit Depth-Bias (Offset -1,-1) gegen Body-Durchflimmern
- Root dunkler / Tip heller aus gemalter Farbe abgeleitet (kein Fix-Tint)
- Gravity/Curl in World-Space nach Transform (unabhängig von Mesh-Rotation)
- Pipette aktiviert Fur-Toggle immer; liest R-Kanal als Länge
- First-Person blendet FurShellRenderer mit aus
- Netzwerk (FlagFur), Undo, Persistence (fur.png R=Länge) mitgezogen

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 23:40:58 +02:00
adminandClaude Opus 4.8 e23fae0c50 Reorganize scripts into subfolders by responsibility
Move scripts under Assets/Scripts/ into Components, GameMode, Helper,
Network, Enum, Struct and ScriptableObject folders. Pure file moves
(plus folder .meta files); no code changes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 15:02:15 +02:00