Commit Graph
3 Commits
Author SHA1 Message Date
adminandClaude Opus 4.8 5b3fe1d3d1 Add the hide/seek/resolution match state machine
Drive the match through three server-authoritative phases (hide, seek,
resolution) with per-phase durations, broadcasting the active phase and
countdown to clients over the existing named-message infrastructure so
MatchManager stays a plain MonoBehaviour and Main keeps zero in-scene
network objects.

During hide, hider meshes are culled on hunter clients only (each client
computes visibility locally from role, phase and found state). During
seek, hunters shoot a single raycast from the first-person camera centre
(left click, cooldown-gated); a validated hit marks the hider found,
which hides its mesh for everyone and binds the owner to spectator
freecam. Seek ends early once every hider is found, then resolution runs
before returning to the lobby.

Force AlwaysAnimate on remote replicas so the animator keeps writing bone
transforms while the body is hidden or off-screen. The Paintman animator
is authored CullUpdateTransforms, so a culled renderer froze the pose on
the rest pose and the skinned collider baked that frozen pose, landing
replicated paint stamps on the wrong body location and leaving the
painting desynced after hiders were shown again.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 13:59:46 +02:00
adminandClaude Opus 4.8 a7a4fbdcb7 Carry first-person facing into orbit camera on mode switch
When leaving first person for an orbit mode (Paint / Player Control), snap
the orbit axes to Camera.main's current view direction instead of restoring
the orbit's last-used angle. With WorldSpace binding + Sphere orbit + a
centered composer the camera look rotation is exactly
Euler(VerticalAxis, HorizontalAxis, 0), so the inverse mapping is exact.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 23:02:31 +02:00
adminandClaude Opus 4.8 cfb767f6cb Add first-person camera mode with pose-aware eye offset and yaw facing
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>
2026-06-27 13:03:52 +02:00