Commit Graph
12 Commits
Author SHA1 Message Date
adminandClaude Opus 4.8 ee482905f9 Replace auto paint persistence with a named painting library
Persistence rework:
- Drop auto-load on setup and auto-save on teardown; the painter now always
  seeds fresh from the material.
- Named slots under MeshPaint/Saved/<name>.paint via the existing CHMP
  machinery: SavePaintAs / LoadPaintByName / DeletePaint / ListSavedPaintings /
  PaintExists. Slot files carry the display name in the header.
- Remove the obsolete persistence partials (PlayerCharacterController,
  PlayerPoseController, ThirdPersonOrbitInput) and their references.

Paintings HUD panel:
- Authored Panel_Paintings + Save/Load/Delete dialogs into PaintHudPanel.prefab
  (TMP throughout); PaintHud.Library.cs is now a pure binder that clones the
  entry template per slot.
- Save dialog blocks empty/existing names; Load and Delete confirm first.
- Fix dialog z-order: open dialogs SetAsLastSibling so a dragged panel can no
  longer cover them.
- Lib_ListContent horizontal offsets corrected to 0 (was clipping entry labels
  out of the masked viewport).

Multiplayer:
- Loading a painting re-syncs to all peers via the snapshot broadcast path
  (BroadcastLoadedPaint), covering later late-joiners for free.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 18:39:20 +02:00
adminandClaude Opus 4.8 e04868f9c0 Fix first-person camera target and paint HUD rebind after networked spawn
Point the first-person camera at the dedicated FirstPersonTarget anchor
(eye height) instead of the shared CameraTarget, in both the runtime
SetPlayer rebind and the editor ResolveReferences fallback.

Rebind the paint HUD to the locally spawned avatar's MeshPainter via a
new GameModeManager.PainterChanged event. Since the spawn-on-connect
refactor, no player exists at PaintHud.Start(), so the HUD bound to a
null painter (no brush masks shown, color/settings were no-ops).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 15:22:23 +02:00
adminandClaude Opus 4.8 c14525a2c8 Add HUD brush mask selector and fix dilation seam artifacts
- 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>
2026-06-25 06:23:08 +02:00
admin 95fa5cc22d Persist painted maps and HUD layout across sessions
Add MeshPainter.Persistence.cs: auto-save the three canonical paint maps
(albedo, MSO, emission) as PNGs under persistentDataPath on quit/play-stop
and auto-load them as the backend seed on start, so painting survives
sessions. Reuses the existing ReadCanonical/SetupBackend seed round-trip;
no new color-space code.

Add PaintHud.Persistence.cs: auto-save draggable panel positions and the
widget-bound painter values to a small JSON layout file, restored on start
via the painter -> SyncFromPainter -> widgets path. Complete SyncFromPainter
to also cover the spray sliders.
2026-06-25 05:11:36 +02:00
adminandClaude Opus 4.8 3df855597a Sync HUD and enable all paint channels on pipette pick
After a successful pipette pick the painter now enables all four paint
channels (albedo, metallic/smoothness, occlusion, emission) and raises a
Picked event. The HUD subscribes and re-syncs every widget (toggles,
sliders, both colour pickers) to the adopted brush values.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 20:38:11 +02:00
adminandClaude Opus 4.8 24a36c0e61 Add pipette (eyedropper) brush mode and wire it into the HUD
Pipette samples all painted channel values (albedo, metallic, smoothness,
occlusion, emission) at the clicked texel and adopts them into the brush
with every opacity forced to 1, instead of painting. The screen raycast is
extracted into a shared TryRaycastPaintMesh helper used by painting, preview
and the pipette. A pipette toggle is added to the HUD panel prefab and wired
in PaintHud.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 20:25:14 +02:00
admin cdeebf9243 Add Spray to ingame panel 2026-06-24 19:55:18 +02:00
adminandClaude Opus 4.8 b07d9a22d2 Add spray brush, paint interval, and per-channel paint opacity
Spray brush mode: bakes a procedural scattered-dot mask per stamp (random
position, size, alpha within the brush disc) and paints it through the
existing single-stamp pipeline; dot centers clamped to (0.5 - dotR) so the
spray footprint matches the solid brush radius.

Paint interval: float on MeshPainter; 0 keeps the continuous interpolated
stroke, >0 emits a single timed dab every x.xx seconds.

Color picker alpha: horizontal alpha bar on both HSV pickers, runtime-built
in Rebind (no prefab re-bake), passed through to brushColor.a / emissionColor.a.

Metallic/smoothness + occlusion paint opacity: new opacity fields applied in
both CPU and GPU backends (GPU MSO draw split into MS and occlusion sub-stamps
for independent opacity), with cloned alpha sliders wired into the HUD.

Also includes the prefab layout tweaks and scene adjustments.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 19:07:28 +02:00
adminandClaude Opus 4.8 af3aa34d66 Dim toggle channel panels via CanvasGroup alpha
Each channel panel (Albedo, Metallic+Smoothness, Occlusion, Emission)
gets a CanvasGroup whose alpha follows its toggle: 1.0 when enabled,
0.5 when disabled. Ensured at runtime in WirePanel (no prefab re-bake),
so both the prefab and code-gen paths behave identically. Panel_BrushSize
has no toggle and is left untouched.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 15:42:25 +02:00
adminandClaude Opus 4.8 9c16b9e155 Make HUD panels draggable from any non-interactive area
Drag a panel from anywhere on its surface (header, padding, labels,
background) instead of only the header. Dragging is cancelled when the
press starts on an interactable (Selectable toggle/slider or the color
picker's UiPointerSurface), so widgets stay fully operable. Clamping is
now anchor/pivot-agnostic, computed from the panel's real corners, so
panels anchored bottom-center stay reachable in every screen corner.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 15:31:48 +02:00
adminandClaude Opus 4.8 ace1f949dc Bake paint HUD layout into a prefab with separate channel panels
Split the single HUD panel into four independent per-channel sub-panels
plus a global brush-size panel, each a standalone RectTransform with its
own header (drag-handle ready). PaintHud now binds to a baked layout
prefab via recursive name lookup instead of building everything in code,
with a code-gen fallback. HsvColorPicker gains Rebind() to re-apply the
procedural gradient sprites and drag relays that a prefab cannot serialize.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 12:35:36 +02:00
adminandClaude Opus 4.8 04c22f0ac1 Add in-game paint HUD bound to the mesh painter
Add a code-driven HUD that appears in paint mode and binds live to the
active MeshPainter: four channel toggles, HSV pickers for albedo and
emission, sliders for metallic/smoothness/occlusion, emission intensity
and brush size. The HUD self-assembles its own overlay canvas and event
system at runtime.

Add a ModeChanged event to GameModeManager so the HUD can follow the
active mode, and guard MeshPainter against painting through the UI.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 08:26:56 +02:00