Commit Graph
10 Commits
Author SHA1 Message Date
adminandClaude Opus 4.8 3b26f2e622 Add per-pose fall animation state and clip
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>
2026-06-27 13:49:16 +02:00
adminandClaude Opus 4.8 fc73e26da1 Update Hunter sprint tuning, animations and scene authoring
Content/authoring changes:
- Hunter prefab: set sprintSpeedMultiplier override to 2
- Paintman-Star animation + UMotion project edits
- SampleScene: prefab override / FirstPersonTarget cleanup

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 13:25:56 +02:00
adminandClaude Opus 4.8 8c89e95014 Smooth free-camera flight and look
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>
2026-06-27 11:49:43 +02:00
adminandClaude Opus 4.8 f652cdeca0 Add ceiling rotation drag and refine ground/wall pose offset controls
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 19:34:51 +02:00
adminandClaude Opus 4.8 080b2a1c39 Disable foot IK on pose playables and add ball pose
- 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>
2026-06-26 18:20:56 +02:00
adminandClaude Opus 4.8 5dd35dd0f9 Integrate humanoid walk/run animations and per-clip pose speed sliders
- 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>
2026-06-26 17:04:21 +02:00
adminandClaude Opus 4.8 dcfd668422 Add concealment meter and skinned collider baker; reorganize assets
- 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>
2026-06-26 12:37:02 +02:00
adminandClaude Opus 4.8 c41fb398e4 Add pose-switching system with continuous hold and sprint reset
New PlayerPose ScriptableObject (AnimationClip + ceiling Y-offset) and
PlayerPoseController that drives poses via a PlayableGraph, overriding the
Animator controller. Poses are held continuously (idle, moving, on wall/
ceiling) so cycle and sprint changes show immediately. Sprinting in any
state resets to pose 0. Non-keyed bones fall back to a captured rest pose
so empty/partial clips apply fully. Ceiling Y-offset is folded into the
controller's single mesh-offset writer.

PlayerCharacterController gains IsIdle / IsSprinting / IsOnCeiling /
AnimatorOverridden accessors and SetPoseLocalYOffset; SetAnimatorRunning is
guarded while a pose owns the Animator. Removed obsolete Paintman.controller.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 08:21:28 +02:00
adminandClaude Opus 4.8 d867c617df Wall-climb mesh lean + separate climb/mantle/sprint speeds; reworked rig
PlayerCharacterController:
- Wall lean now moves only the visual model + its paint collider (auto-resolved
  mesh root parenting both renderer and bones), not the CharacterController
  capsule, so the mesh can sink into the wall (wallMaxInset) as well as lean out
  (wallMaxOffset); capsule stays flush.
- Lean eases back to the authored pose when leaving the wall instead of snapping.
- Sprint multiplier now also applies while wall/ceiling climbing.
- Separate wallMantleSpeedMultiplier for pulling up over the top edge,
  independent of the climb speed.

Assets:
- Re-exported paintman_UV.FBX and added Paintman.blend: rescaled armature to
  mesh, merged seam duplicate vertices, fresh automatic weights, inner-thigh
  weight fix (no webbing on leg spread).
- Updated anims, animator controller, font SDF and scene.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 20:57:15 +02:00
adminandClaude Opus 4.8 28761bd4f2 Organize assets into Fonts and Models folders
Move font (arialroundedmtprocyr_bold) into Assets/Fonts and the Paintman
model, animations, and animator controller into Assets/Models. Pure file
relocation; .meta files moved alongside their assets so GUIDs are preserved.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 05:13:37 +02:00