Commit Graph
15 Commits
Author SHA1 Message Date
adminandClaude Opus 4.8 cdd9fa9532 MeshPainter: Rückseiten-Abweisung über Flächen-Normale bei großem Brush
Zusätzlich zum Kugel-Test wird die Oberflächen-Normale jedes Texels gegen
die Brush-Normale geprüft (CPU/GPU/Preview). Neues Inspector-Feld
"Brush Max Surface Angle" (90-180°, Default 120°). Bei fehlenden Mesh-Normalen
Degradation zur reinen Kugel.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 22:26:35 +02:00
adminandClaude Opus 4.8 1f42c990fb MeshPainter: Kugel-Brush statt Box, cornerGuard entfernt
Stamp testet den Brush wieder als 3D-Kugel (du²+dv²+dn² = r²) statt
als Box (|du|,|dv|,|dn| = r) — konsistent über CPU, GPU-Brush und
Preview. Die Box reichte diagonal bis r·√3 und spannte einen 2r-dicken
Slab entlang der Normale, wodurch an Nähten/Kanten/dünner Geometrie auf
die Gegenseite/Nachbarinseln gemalt wurde. Die Kugel reicht in jede
Richtung exakt r und überbrückt echte 3D-Nähte weiterhin, greift aber
nicht mehr über r hinaus.

cornerGuard war nur ein Pflaster gegen genau diesen Box-Übergriff und
ist damit überflüssig: Config-Felder, Suppress-Check und Helper
(DabWrapsAroundCorner, CornerWrapFraction, InBrushBox, SquareReach)
entfernt.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 22:11:41 +02:00
adminandClaude Fable 5 1d5676ab3c Stop paint particles when no stamp lands during a held stroke
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>
2026-07-11 22:21:56 +02:00
adminandClaude Fable 5 094cf3a493 Paint-Partikel beim Malen: Emission pro Stamp, Scale = Brush-Radius, Farbe = Brush-Albedo mit Helligkeits-Streuung
- MeshPainter: Paint Particles Prefab, lazy Instanz, Play/Stop am Stroke, MinMaxGradient (Albedo +-25%/15% dunkel/hell)
- PaintSplatter.prefab + Paint Particle Material/Textur, Wiring am Player.prefab
- FurShellRenderer: Kill-Switch-Destroy nur im Play-Mode (Edit-Mode-Error beim Prefab-Load)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 22:13:16 +02:00
adminandClaude Fable 5 423a2d15ec Cursors: Krea-Grafiken in voller Auflösung, Blank-Cursor beim Malen, normalisierte Hotspots
- 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>
2026-07-11 21:35:36 +02:00
adminandClaude Fable 5 ae5fa63141 Custom mouse cursor: normal/paint/pipette with recorder-aware software mode
- 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>
2026-07-11 18:09:14 +02:00
adminandClaude Fable 5 7fb0ff54b1 Add double-click-to-reset on all sliders (interval + pointer tolerance) and sync PaintHud slider defaults
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 19:28:22 +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 50781e32d2 Camo: generalize brightness + add persistent saturation
Move brightness out of the half-lambert diffuse term to a final exposure
multiply on the whole shaded body color (diffuse + GI + specular), and add
a saturation grade (0 = neutral, -1 = grayscale, >0 = boosted) on the same
final stage. Saturation rides as a 4th component on CamoKnobs (Vector3 ->
Vector4) so it inherits all three persistence paths: HUD JSON, network
replication (_camo NetworkVariable), and painting-slot metadata. Wires the
renamed Slider_Brightness and new Slider_Saturation. Bumps HudFileVersion
and PaintMetaVersion with load-time remaps so existing paintings keep their
look (old 1=neutral saturation remaps to 0=neutral).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 07:23:40 +02:00
adminandClaude 9dc8f21528 FurShell: scale-aware length/curvature + X-ray glow mirror
The fur is drawn from a CPU-baked unit-scale mesh whose instance matrix
carries the avatar's world scale, so the extrusion scaled fully 1:1 with
the player (hider 0.5 / hunter 1.5). That read as too-short fur on the
small hider and too-long on the big hunter, and the curvature droop was
sized off the raw unity_ObjectToWorld which doesn't carry the per-instance
scale in the RenderMeshInstanced path.

- FurShellRenderer pushes the avatar's lossyScale (_FurObjScale) plus a new
  Fur Scale Influence (0..1, default 0.5) that blends the fur SIZE between
  fully proportional (1) and a constant world length (0). The shader
  pre-divides the object-space displacement so the net world length follows
  effScale; curl droop and wind use the same effScale, keeping the curl
  SHAPE invariant across avatar sizes and influence settings.
- The body's see-through X-ray reveal (forward half) is mirrored onto the
  visible fur so strands glow WITH the reveal instead of hiding it under
  opaque fur. FurShellRenderer pulls the live colour/pulse/flash from the
  sibling MeshPainter (new getters), in phase with the body. A new X-Ray
  Fur Strength (default 0.2) tames the per-shell accumulation, since the
  body writes the glow once (opaque) but the fur stacks N transparent
  shells that each composite it.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-06 16:33:21 +02:00
adminandClaude Opus 4.8 48975c0f20 perf(paint): stronger X-ray hit flash + kill spawn/respawn freeze
X-ray hit flash: drive a dedicated flash mode instead of the normal
reveal - pulse off (steady), intensity boost (xrayFlashBoost, default 3x),
snap-on, then restore authored color/pulse exactly. Fixes the weak/dark
flicker where the 0.35s hit window often caught only the pulse's near-off
plateau.

Spawn/respawn freeze: pool GPU RenderTextures across despawn->respawn
(TeardownGpu recycles, CreateRT pops) so a hider->hunter conversion no
longer churns ~70MB of RT alloc/free on every observer; reuse staging
textures to cut per-map GC. Defer the blank base-seed on reveal-gated
remote replicas (DeferInitialSeed) - the real pixels arrive with the
snapshot apply anyway; gate the FurShellRenderer alongside the body so a
deferred replica never shows the pooled RT's stale fur; EnsureBackendSeeded
+ TryCaptureSnapshot guard against capture-before-reseed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 15:14:20 +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 7536e8ec8b Fur als 4. Paint-Map + Ziel-Opacity-Blend
Fur wird die vierte kanonische Paint-Map (RGB=Farbe, A=Länge). Integration
über Seed (kahl), GPU/CPU-Paint, Undo, Netzwerk-Sync, Persistence (fur.png,
v6) und Live-RT-Hook im FurShellRenderer. HUD-Binding (Toggle/Picker/Alpha)
aktiviert. Fur-Alpha lerpt jetzt zu einer Ziel-Opacity (Slider_FurOpacity)
statt additiv Richtung 1 zu akkumulieren (zwei Brush-Passes: Fade + Deposit).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 21:35:53 +02:00
adminandClaude Opus 4.8 50efc7e8b3 Fix: wheel over UI scrolls the list instead of zooming the camera
The orbit rig read the wheel unfiltered for zoom, so scrolling a paint-mode
scroll list also zoomed the camera. Gate the zoom behind a shared
InputUtil.PointerOverUi() helper (EventSystem raycast); MeshPainter's private
IsPointerOverUi() now delegates to the same helper (DRY).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 16:04:51 +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