- ConcealmentMeter: standalone component measuring the percentage of the
character volume embedded inside environment geometry (bake -> voxelize via
column ray-stabbing parity -> classify interior voxels against box/sphere/
capsule/convex colliders and terrain). Always-on, throttled, gizmo debug.
- SkinnedColliderBaker: sole per-frame collider bake owner for skinned rigs.
MeshPainter now delegates baking and only borrows BakedMesh for the GPU
raster and cache refresh, so the collider stays fresh outside paint mode.
- Move pose assets to Assets/Poses, retire unused Insect scripts to
Assets/Unused, restore Paintman.controller; mode scripts and scene updated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Add mask selector with previews to the brush card (data-driven from
painter.brushMasks); persist activeBrushIndex with HUD layout.
- Fix alpha/coverage artifacts when overpainting after load or backend
switch: derive the dilation source marker from a deterministic UV island
mask instead of resetting it to "unpainted" on every seed.
- Import the two final brush mask textures (Brushes/).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Split MeshPainter into partial classes (Setup/Backend/Gpu/Cpu) for maintainability
- Add ambient occlusion painting, packed with metallic/smoothness into one
MSO mask map (R=metallic, G=occlusion, A=smoothness) bound to both
_MetallicGlossMap and _OcclusionMap, kept independently paintable via
per-channel ColorMask
- Gate painting from a single IsChannelActive source so AO-only strokes work
- Blend albedo/emission in linear space on CPU to match the GPU framebuffer
- Pre-compensate data-channel writes for sRGB->linear so GPU matches CPU
- Harden GPU shader fallback to reflect real backend state
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>