Play a dedicated falling animation when the player is airborne and
descending past a scale-aware velocity threshold.
- PlayerCharacterController: new IsFalling state + Fall Animation Speed
threshold (true only when !grounded && !wallClimbing && descending,
scaled via CapsuleScale); explicitly false during wall/ceiling climb.
- PlayerPose: per-pose Fall Clip + Fall Clip Speed (mirrors walk/run).
- PlayerPoseController: select the fall clip while falling, fall back to
the idle clip when a pose has none (no regression).
- Author content: Paintman-Fall.anim assigned to Pose_Idle; UMotion
project, Player prefab and scene authoring.
- Docs: check off the fall animation in GAME_DESIGN.md.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Introduce a FirstPersonController / FirstPersonMode pair (mirroring the
free-cam mode) wired into the GameModeManager Tab cycle. In first person the
mesh is hidden, the eye sits on CameraTarget plus a per-pose
firstPersonCameraTargetYOffset, and the character body yaw is driven to match
the camera via a new single-writer FaceYaw hook on PlayerCharacterController.
Also includes user content edits (poses, prefabs, scene) carried along.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
FreeCamController: ease movement via dt-correct Vector3.SmoothDamp on a world-space velocity (accel/decel ramp) and lag the look with Mathf.SmoothDampAngle. Both are framerate-independent and collapse to instant at smoothTime 0; smoothed state is snapped on activation (SyncToCurrentView) so entering freecam never jumps to catch up.
Bundles accumulated deferred work: PlayerScaler uniform-scale helper, scale-aware wall/ceiling climb probes and the double-scale skinned-collider bake fix, plus user content authoring (Sit pose + animation, font SDF, scene/prefab edits).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Each PlayerPose now carries its own collider center Y, radius and height,
eased and routed to the CharacterController via a SetCapsule single-writer.
This lets crawl poses (Ball/Star) shrink the capsule to fit under furniture.
The ceiling Y offset is removed; poses without authored sizes fall back to
the base capsule, so existing poses keep their collision.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Introduce a free-fly camera as the next entry in the Tab mode cycle
(Player Control -> Paint -> Free Cam):
- FreeCamController: dedicated CinemachineCamera plus a CharacterController
mirroring the player capsule (radius 0.1, height 1.3, slope 59, step 0.15)
so the free camera collides with walls/ceiling/floor exactly like the
player. WASD/Q-E (and Space/Ctrl) fly relative to view; mouse looks.
- FreeCamMode: plain-C# GameMode mirroring PaintMode, with an Exit() that
restores camera priority and re-enables player control + camera input.
- GameModeManager: register freeCam in the Tab cycle (gated like player).
- Scene: FreeCamera object wired, Main Camera custom blends (0.4s) for the
vcam priority hand-off.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- PlayerPoseController: add applyFootIK toggle (default off) and apply it
to each pose playable so straight-knee idles render straight; Mecanim
foot IK was bending the knees to plant the feet (162° instead of 180°).
- Add Pose_Ball / Paintman-Ball animation and reorder the pose list.
- Move StraightenKneesTool editor utility under Assets/Unused/Editor.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Import Mixamo humanoid Walking + Running FBX, switch rig type to Humanoid
- Wire walkClip/runClip with per-clip speeds on Pose_Idle (walk 1.4, run 1.5)
- Add per-animation speed sliders (Range 0.1-3, default 1) to PlayerPose SO,
applied per frame in PlayerPoseController for live tuning
- Reorganize pose assets: replace Pose_TPose with Pose_Hold, prune legacy
Paintman-Run/-TPose .anim and paintman_UV.FBX
- Ignore UMotion plugin data/editor folders
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- 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>