The README still described the earliest painting/movement prototype. Bring
it up to date with the playable multiplayer prototype: match loop (Classic/
Conversion), Paint HUD + PBR channels, pose system, NGO/UGS networking,
HTrace Deferred+ rendering, editor tooling (Poly Haven / ambientCG
importers), current controls, Main boot scene flow, real project layout
and an updated roadmap.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Folding Wooden Stool and Gothic Commode 01 imported via the new model
mode (FBX + maps + generated materials), plus The Room scene changes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Browser gets Textures/Models tabs (per-type catalog cache). Model file
JSON is parsed into per-set texture maps (generic set-prefix matching),
FBX is downloaded with resolution fallback, one URP/Lit material is
built per set via the shared PbrMaterialBuilder (which now returns the
created Material), and new ModelImportUtil remaps FBX material slots to
the built materials by set-name matching.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Imported ambientCG assets plus adjustments to the three Poly Haven
brick materials and The Room scene.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New Tools/ambientCG Importer window (catalog browser, ZIP download with
selective map extraction, URP/Lit material build). Generic pieces moved
from the PolyHaven tool into Editor/WebAssets (EditorWebRequest,
PbrMapType, PbrMaterialBuilder, ImportUtil, AssetBrowserGrid); PolyHaven
API/window now delegate to the shared code, behavior unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Drop the roughness (now consumed into _metallic_smoothness), ARM, and
height textures from the three existing brick material sets; no material
referenced them.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
PolyHavenMaterialBuilder now removes the separate roughness map (asset +
meta) once its data has been packed into the generated
_metallic_smoothness.png; skipped when the repack fails or roughness came
from the ARM texture.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three imported PBR texture sets with generated URP/Lit materials
(Brick 4, Brick Floor 002, Brick Wall 003), scene churn in Main and
The Room, ProBuilder palette/settings updates.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Tools/Poly Haven Importer: fetches asset metadata/files via the public
Poly Haven API, browsable texture catalog with searchable thumbnail
grid, per-map resolution selection, async non-blocking downloads, and
automatic URP/Lit material build (roughness->smoothness repacking into
_MetallicGlossMap, ARM unpacking as fallback for missing AO/Rough/Metal
maps, linear import settings for data textures). Thumbnails survive
play mode via HideAndDontSave + destroyed-cache recovery.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Die 8 HUD-Slider (Half Lambert, Brightness, Saturation, Specular Damp,
Occlusion Threshold, Normal/Parallax/Emission Intensity) als
[NonSerialized] markiert: bleiben zur Laufzeit ueber Respawn erhalten,
werden aber nicht mehr im PaintHud.json gespeichert/geladen. Tote
hasCamoValues/hasHeightValues-Flags entfernt.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Scene-Component HTraceLobbyToggle (in Main) hoert auf additive
Szenen-Events und schaltet die HTraceWSGI-Component aus, solange die
Lobby geladen ist, sonst an. Lobby-Szenenname im Inspector konfigurierbar.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Neue T-Pose (Paintman-TPose.anim, Pose_TPose.asset, Icon_pose_tpose),
UMotion-Projekt erweitert, alle Pose-Icons neu gerendert; dazu Szenen-
Churn (Main, The Room, Pose Icon) und ProBuilder-Settings.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
- 24 generierte Concealment-Collider fuer Hemnes Shelf (The Room)
- The Room.unity Umbau, Lobby.unity, Couch_Big-Prefab-Wiring
- White Glow.mat, Majoras Mask.glb.meta
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- 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>
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>
- 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>
Clamp override was off (value 65472 = effectively unbounded), so single
bright HDR pixels pulsed the bloom frame-to-frame. Clamp on at 80,
threshold 0.6->0.8, intensity 0.2->0.3.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- PoseIconStage: permanent editor capture pipeline (context menu 'Capture All Icons') — renders each entry at 4096x4096, alpha-crops, writes Icon_pose_*.png and wires sprites onto matching PlayerPose assets
- PlayerPose: new iconScale property (0.1-2), applied to the icon child in PoseMenu's radial layout
- OverviewMenu: paint-mode special-case removed — Esc/Tab opens the overview menu in every mode
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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>
With a small pose set (hunter) the pose button and C hotkey advance
to the next pose immediately instead of opening the radial overlay.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- PlayerPose: Icon (Sprite) + Title (string) UI properties
- PoseMenu: modal pause overlay building a radial menu from Icon Button
prefab instances; active pose disabled (hover ring marks it); click
applies pose via SetPoseIndex and closes
- OverviewMenu: pose button wiring with pause hand-off, Esc/Tab chain
extended; hotkeys C (toggle pose menu) and V (paint mode) mirroring
the buttons incl. identical gating
- PlayerPoseController: C cycle hotkey and NextPose() removed
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The center re-probe could miss the still-touching climbed face and adopt
a hit on a different collider much farther out, flipping the wall normal
and letting the standoff servo drag the capsule across the pinch every
other frame. When the probed gap is well beyond the standoff and the
full-capsule span still holds a steep surface meaningfully closer, keep
that contact instead of defecting to the far hit.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
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>
Assigned texture drives the picture material BaseMap via a per-frame
material instance (asset untouched, frames sharing a material stay
independent) and takes priority for aspect resolution. New default
picture material Frame Picture.mat wired in the script defaults.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Frame thickness, corner radius, padding, inner depth and picture depth
are now normalized factors (scale with Size, no dead clamp zones).
Picture aspect is computed inside-out so padding and frame thickness
no longer distort the image. New Frame Inner.mat as inner default.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Replace Width/Height with a single Size (longer side); the shorter side
follows the picture material's base map source-image aspect (editor-
resolved, serialized for builds, 1:1 fallback). Add Range attributes on
all frame parameters and default material references (new Frame.mat).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
Rebuild now runs once per frame via ExecuteAlways Update (OnValidate only
sets a dirty flag + QueuePlayerLoopUpdate), fixing inspector drag stutter
from stacked delayCalls. Adds automatic BoxCollider generation (4 frame
bars, opening slab, optional pedestal box for raised pictures) with an
ownership list so manual colliders stay untouched. Corner radius is
intentionally ignored for colliders.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
HeroCutoutLit.shader and its HeroCutout.hlsl include are in active use
(hero cutout occluder material); Assets/Shaders/ is the established
home for shader code. GUIDs preserved via .meta move, relative include
path unchanged - no references break.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The MotionVectors pass (drawn by HTrace and URP against the real camera
depth buffer) was stock URP: no cutout clip and ZWrite on, so it wrote
the wall depth back into the hole after opaques. The skybox then failed
the depth test there (black disc) and all screen-space effects
(SSAO/GI) shaded the hole with the occluded wall's depth.
The pass now runs ApplyHeroCutout before URP's fragment entry point.
ObjectMotionVectors.hlsl forces its own entry via include_with_pragmas,
so the pragmas are declared explicitly and the file is plain-included.
Complements the earlier GBuffer clip; XR MV pass and ShadowCaster stay
stock on purpose. Includes render-queue churn on the occluder material.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
Plays a list of items (clip + percentage range) on a VideoPlayer.
Double-buffers via a second player (auto-created child incl. AudioSource
copy) and drives the screen texture through a MaterialPropertyBlock,
flipping only once the next player delivers frames - no black/freeze gap.
Editor drawer renders each item as clip row + min-max percent range slider.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Right-click a VideoClip -> Process -> Ping-Pong Video: runs ffmpeg in the
background (forward + reversed video concat, audio played twice), writes
<name>_pingpong.mp4 next to the source and imports it. Supports
multi-select, silent clips (video-only retry), progress display and
unique output paths.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>