- Manual hider ping on "E": server-authoritative RequestManualPing gated to
Seek + living hider; shared EmitRadarPings path so interval and manual pings
produce identical blips. Ping key read client-side in GameModeManager, role-
gated and excluded in FreeCam (E is fly-up there).
- Radar refreshes an existing blip for the same transform target instead of
duplicating it (lifetime resets to the configured value) via RadarTarget.Refresh.
- Blips fade in/out independently of the disc fade: per-blip MoveTowards factor
multiplied on top of the radar fade, refresh-safe, with separate in/out speeds.
- Resolution countdown waits for conversion statues to load: generalized the
match-start loading barrier (RunReadinessBarrier over _barrierTargets, hold
phase carried in MsgBeginLoad) and run it a second time over statue IDs before
starting the real resolveDuration. Only holds for Conversion with real statues.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Set GameModeManager.playersCollide to off in Main.unity, retune the
NetworkSimulator preset reference, and pick up the ConversionStatue
prefab's regenerated GlobalObjectIdHash.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add a per-machine "Players Collide" switch on GameModeManager: a
self-healing reconciler routes the local capsule through other avatars'
body colliders via Physics.IgnoreCollision when disabled, re-asserting
every frame while off to survive the late-created runtime MeshCollider,
conversion respawns and teleport resets. Expose Active/ActiveVersion/
BodyCollider on NetworkPlayerSetup for the reconciler.
Give MatchStatue the same Active registry + BodyCollider pattern so the
frozen conversion statues obey the same toggle (they carry their own
paint MeshCollider but are deliberately not NetworkPlayerSetup avatars).
Also drive the statue's steady X-ray reveal in Resolution, matching an
un-found hider.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
In Conversion mode, capture a snapshot (pose index + paint) of each hider
at conversion time and materialize a frozen, painted statue at the found
spot for the resolution phase, independent of the now-hunter avatar.
- MatchStatue.cs (new): server-init pose/paint, network-driven pose then
freeze, reveal-gate (hidden until paint applied), kills inherited sim.
- PlayerPaintSync: _isStatue (sibling auto-detect) suppresses the three
auto-behaviours so MatchStatue drives the paint flow deterministically.
- MatchManager: statuePrefab; capture in ConvertToHunter; spawn on
resolution enter; despawn + record clear on EndMatch/teardown/start.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Server-authoritative skip flag consumed by each phase wait loop
(loading barrier, hide/resolution wait, seek phase), routed via
authority like RequestEndMatch. Exposed as a [ContextMenu] and
public method; single transition per trigger, cleared on teardown.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Main.unity: matchLoadTimeout 30, hitRevealDelay 0.35 -> 0.2, sim
preset reselect (Mobile 2G), and remove the redundant AudioListener
on Radar Camera (silences the "2 audio listeners in scene" warning).
- PlayerCharacterController: GravityEnabled toggle. When off, hold
vertical velocity at zero and skip steep-slope sliding so a frozen
avatar neither falls nor drifts; true is byte-for-byte the old path.
- GameModeManager: during Loading, additionally disable gravity and
hide the local body (SkinnedMesh + fur shell), re-asserted each frame
to catch the mid-load lobby->match respawn. Restored (body shown,
gravity on) before ActiveMode.Enter() on release to Hide.
- MatchManager: enter Loading *before* SwapScenes so still-bound lobby
avatars are frozen before their floor unloads. Fixes the player
falling into the void during the lobby->map scene swap.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Gate the Lobby-to-world transition on a new MatchSubPhase.Loading before
Hide: movement stays frozen and the Hide countdown does not start until
every connected client has spawned all match avatars and applied their
paintings.
- MatchManager: Loading phase; matchLoadTimeout tunable; Match_BeginLoad
broadcasts the respawned avatar NetworkObjectIds (+ generation tag),
Match_Ready collects per-client ACKs (host self-checks locally); barrier
coroutine in RunMatchPhases before Hide; disconnect/teardown cleanup.
- GameModeManager: freeze local player (movement/paint/tab) during Loading,
restored via ActiveMode.Enter() on transition to Hide (no camera jump).
- NetworkPlayerSetup: treat Loading like Hide in ComputeVisible so a
fast-loading client cannot reveal a hider early.
- MatchHud: "Loading" phase label.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Radar: nur sichtbar bei >=1 Target, in First-Person und in der Seek-Phase
(Overlay-Kamera getoggelt, Blip-Skripte laufen weiter). Singleton fuer
Server-Zugriff. GameModeManager: Kamera + Tab-Moduswechsel erst ab
gebundenem Lobby-Player (Inert-Zustand ohne Player, Orbit-Input geparkt).
MatchManager: Server tickt im Seek alle radarPingInterval (30s) und
broadcastet noch nicht gefundene Hider (NetworkObjectId + radarPingLifetime
3s) nur an Hunter-Clients; jeder Hunter loest lokal auf und spawnt Blips.
Ping-Loop in die Seek-Coroutine gefaltet (EndMatch stoppt ihn mit).
MatchHud: Ping-Countdown lokal aus Seek-Start + Kadenz berechnet, Format
m:ss (0:30..0:01), ausserhalb Seek / bei deaktivierten Pings 0:00.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Radar.Spawn(transform, lifetime) clones the "Target Template", names it
"Target" and attaches a RadarTarget that self-destructs after lifetime.
RadarTarget aims each frame toward camera->target (full 3D LookRotation),
drives the point renderer's _BaseColor from a forward-bearing gradient
(ahead/side/behind depth cue lost in the flat disc projection) via a
MaterialPropertyBlock, and scales the point renderer transform by
camera->target distance.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
HsvColorPicker: read the color swatch from the SV handle's child
("Handle/Swatch") instead of a standalone root child; drop the dead
leftover-alpha bar and root-swatch fallback handling.
PaintHudPanel.prefab: restructure the picker so the swatch lives under
the SV handle and wire _swatch accordingly.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
X-ray hit flash: drive a dedicated flash mode instead of the normal
reveal - pulse off (steady), intensity boost (xrayFlashBoost, default 3x),
snap-on, then restore authored color/pulse exactly. Fixes the weak/dark
flicker where the 0.35s hit window often caught only the pulse's near-off
plateau.
Spawn/respawn freeze: pool GPU RenderTextures across despawn->respawn
(TeardownGpu recycles, CreateRT pops) so a hider->hunter conversion no
longer churns ~70MB of RT alloc/free on every observer; reuse staging
textures to cut per-map GC. Defer the blank base-seed on reveal-gated
remote replicas (DeferInitialSeed) - the real pixels arrive with the
snapshot apply anyway; gate the FurShellRenderer alongside the body so a
deferred replica never shows the pooled RT's stale fur; EnsureBackendSeeded
+ TryCaptureSnapshot guard against capture-before-reseed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Laser.shader + HunterLaserBeam: additive HDR beam, fade in/out over opacity
and thickness, code-driven LineRenderer, tunable emission multiplier.
- FirstPersonMode: TryShoot computes world endpoint, fires beam with lateral
muzzle offset (right) so it isn't dead-center from hunter view.
- NetworkPlayerSetup: shot relay RPCs (owner->server->all) + hit-flash RPC
(server->all), flash OR-branch in ComputeXRay.
- MatchManager: hit reveal broadcasts X-ray flash first, delays hider removal
by hitRevealDelay so the glow is visible before the body vanishes.
- MeshPainter reseed: in-place fast path avoids full GPU backend teardown on
snapshot apply (no ~70MB RT churn), fixes spawn/paint-load hitch.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Hide remote avatars until this client has actually applied a snapshot
reaching the owner-published baseline cutoff, preventing the default
grey/white material from flashing before a player's painting has loaded.
- PlayerPaintSync: owner-authoritative _publishedCutoff NetworkVariable,
receiver tracks _appliedCutoff; explicit blank publish for never-painted
avatars so they still reveal.
- NetworkPlayerSetup: cache _paintSync, hide body renderers on spawn, gate
UpdateVisibility on PaintRevealReady.
- MeshPainter.Pick: fur toggle now follows pickedHeight (own paint-mesh
only), matching the Occlusion/Height pipette behaviour.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Avatar-Setup und HUD-Autoring fuer das Fur-Feature (Code liegt in 1b783a3):
- Player.prefab: FurShellRenderer am Player verdrahtet, furLength-Default 0.5
- PaintHudPanel.prefab: Slider_FurLength + Fur-Panel-Widgets
- The Room.unity: Fur-Testaufbau
- FurShell_Test.mat: Test-Material fuer den Shell-Shader
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Fur-Map trägt nur noch R = Länge (linearer Datenkanal); Farbe kommt per-texel
aus der Live-Albedo-RT (an _BaseMap des Shell-Shaders gebunden)
- Toggle_Fur als echtes Gate (IsChannelActive = fur), Default aus, furLength 0.5
- Weicher Alpha-Übergang (radial/tip/length coverage) statt Hard-Clip; Transparent-
Pass mit Depth-Bias (Offset -1,-1) gegen Body-Durchflimmern
- Root dunkler / Tip heller aus gemalter Farbe abgeleitet (kein Fix-Tint)
- Gravity/Curl in World-Space nach Transform (unabhängig von Mesh-Rotation)
- Pipette aktiviert Fur-Toggle immer; liest R-Kanal als Länge
- First-Person blendet FurShellRenderer mit aus
- Netzwerk (FlagFur), Undo, Persistence (fur.png R=Länge) mitgezogen
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Fur wird die vierte kanonische Paint-Map (RGB=Farbe, A=Länge). Integration
über Seed (kahl), GPU/CPU-Paint, Undo, Netzwerk-Sync, Persistence (fur.png,
v6) und Live-RT-Hook im FurShellRenderer. HUD-Binding (Toggle/Picker/Alpha)
aktiviert. Fur-Alpha lerpt jetzt zu einer Ziel-Opacity (Slider_FurOpacity)
statt additiv Richtung 1 zu akkumulieren (zwei Brush-Passes: Fade + Deposit).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
FurShell now reads an RGBA fur map (RGB = per-texel strand colour,
A = fur length) so the standalone look can be driven per-texel. Alpha 0
clips the whole shell stack (root included) so a painted body shows
through; _SolidRoot keeps the opaque base shell only for the full-coverage
prototype. White map default keeps the standalone prototype unchanged.
FurShellRenderer drops the MeshFilter requirement and resolves its mesh
per frame: on a SkinnedMeshRenderer it borrows the SkinnedColliderBaker's
per-frame baked pose so the fur follows the animation with no extra bake.
Curvature/gravity now bends strands toward WORLD down (converted into
object space via unity_WorldToObject) instead of object-local down, so a
rotated player mesh droops downward correctly. Identity rotation is
unchanged, so the test sphere is unaffected.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
FurShell.shader renders N normal-extruded shells with per-strand
alpha-cutout for hair/fur/grass on any mesh (needs only normals/UVs).
Parameters cover length, density, thickness, taper, tip fill, curvature,
per-strand direction randomness, wind sway and silhouette strand stretch.
FurShellRenderer drives every parameter via MaterialPropertyBlock and
draws the mesh shellCount times with RenderMeshInstanced from
beginCameraRendering (works in edit, game and screenshot cameras).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The orbit rig read the wheel unfiltered for zoom, so scrolling a paint-mode
scroll list also zoomed the camera. Gate the zoom behind a shared
InputUtil.PointerOverUi() helper (EventSystem raycast); MeshPainter's private
IsPointerOverUi() now delegates to the same helper (DRY).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replace the former per-value PlayerPrefs storage with a shared human-readable
Settings.json store (GameSettings). MouseSensitivity keeps its public .Multiplier
API and only swaps its backing to the JSON store, so the camera controllers stay
untouched. Add a MasterVolume facade that drives the AudioMixer's exposed
"MasterVolume" parameter (loaded from Resources, linear<->dB mapping), applied at
startup and on change, plus a MasterVolumeSlider binder. The default is the level
currently authored on the mixer instead of an arbitrary constant.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Drop the scene-derived hudSaveId/key mechanism and save the HUD layout to a
single PaintHud.json under persistentDataPath.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replace the flat binary .paint format with a folder per painting under
Paintings/<key>/: albedo/emission as sRGB PNGs, the packed MSO map split
into human-readable metallic/occlusion/smoothness grayscale PNGs, and the
non-baked scalars (name, size, emission intensity, camo/height knobs) in
painting.json. MSO.B is always 0 (pack shader), so the split round-trips
losslessly with no alpha ambiguity. Public API (SavePaintAs/LoadPaintByName/
ListSavedPaintings/PaintExists/DeletePaint) and the network snapshot path
(WriteCanonicalMaps/ReadCanonicalMaps) are unchanged.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Count spawned role variants from a client-side avatar registry in
NetworkPlayerSetup (network objects exist on every machine), so the
counts work without server-only match state. MatchHud binds the two
count texts and rewrites them only on change.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Authored HUD count widgets (Hunter/Hider label + count) wired to new
_hunterCount/_hiderCount serialized fields; phase labels switched to English.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Remove Assets/FR2_Cache.asset (+ .meta) and gitignore it - it is a
regenerated Find References 2 editor tool cache, not source.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add the MatchHudCanvas (TopBar > Phase/Time, Crosshair > H/V) and move
PaintHud onto a scene-authored canvas, matching the binder rewrites. Your
scene authoring, kept in its own commit.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Drop the code-gen canvas/EventSystem bootstrap and the layoutPrefab
instantiation; the canvas and its panel now live in the scene, so PaintHud
binds to its first child at startup instead of building the UI at runtime.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replace the runtime IMGUI (OnGUI) HUD with a binder that drives the authored
MatchHudCanvas widgets via [SerializeField] references (Canvas / Phase /
Time / Crosshair). Visibility toggles Canvas.enabled instead of the
GameObject, so Update keeps polling while hidden; an Awake guard disables
the component on unwired references. Drop the AddComponent<MatchHud>()
bootstrap in MatchManager - the component now lives on the scene canvas.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Paint RTs were ARGB32 (8 bpp). Repeated source-over at low alpha rounds
back to the previous value once the per-stroke decrement dst*alpha drops
below half an LSB, so it freezes at a grey floor (~0.5/alpha in 255ths) -
e.g. black at low opacity never reaches 0. Switch the accumulation buffers
to ARGBHalf (16-bit linear). The sRGB round-trip stays at the byte boundary
(seed decodes on upload, ReadRtPixels re-encodes on readback), so canonical
bytes and CPU/GPU parity are unchanged - only the accumulation gained bits.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Main: hunterCount 0 -> 1, wire connectTimeoutSeconds = 25 on the session
manager. The Room: player prefab tag Player -> Untagged, deactivate an object.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Relay host/join/refresh/sign-in could hang forever: none of the UGS
Sessions 2.2.4 calls accept a CancellationToken, so a stuck op left _busy
true and locked the whole browser UI with no recovery.
Wrap every hangable call in a Timed() helper (Task.WhenAny + Task.Delay,
the only option the API allows) driven by a new connectTimeoutSeconds
inspector field (default 25s, 0 = wait forever). On timeout the status is
reported, _busy is cleared and the event-driven UI recovers immediately.
Guard the two ways a late/partial op can corrupt shared state:
- LeaveIfDisplaced: an aborted CreateSessionAsync keeps running and may
materialise a ghost host seconds later; leave it, but only when the user
has no tracked session (_session == null), else it would tear down the
shared NetworkManager and kill a fresh host.
- Partial-start shutdown: only for connection-owning ops (host/join), so a
refresh timeout during hosting can't shut down the user's own host.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Introduce PersistentPlayerId: a stable id that survives an app restart and is
unique per install (built on the UGS install-path-namespaced anonymous
PlayerId, with a local PlayerPrefs GUID fallback for loopback). Clones on the
same machine stay distinct.
Each client reports its id to the server on connect via a new Match_Identity
named message (mirroring Match_ReportHit, so no ConnectionApproval timing
risk); the host records its own directly. The server keeps an ephemeral
clientId -> persistent id map, exposed via PersistentIdOf(clientId) as the
foundation for later reconnect recognition. Map entries are cleared on
disconnect and net stop.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The freshly converted hunter's body was hidden for the settle window via a
WaitForSeconds coroutine. If the object was disabled or the converting owner
disconnected mid-settle, the coroutine was stranded and _renderGate stayed
true forever, leaving the avatar invisible on every remote.
Replace it with a frame-driven Time.time deadline (_renderGateUntil) lifted
in UpdateVisibility, which runs every frame the component is active and can
never get stuck. Remove the coroutine and the now-unused System.Collections
using. Visible behaviour in the normal case is unchanged.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The FreeCamera's CharacterController stayed enabled permanently, so its
invisible capsule sat in the play area at (0,1,0) and blocked players even
when the freecam was not in use: the controller script disables only itself
in Awake, not the independent CharacterController collider.
Keep the capsule out of the physics world unless the freecam is actually
flying: disable it in Awake and toggle it with SetActive (enabled before the
teleport in SyncToCurrentView, which preserves the current enabled state).
Also ignore collision against all live players instead of just the first on
each activation, since Physics.IgnoreCollision is reset when the capsule is
toggled off and back on.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The orbit camera suppressed wheel zoom whenever Shift/Ctrl was held, to
reserve Shift/Ctrl+wheel for the paint brush resize. But Shift is also
the sprint key, so sprinting blocked zoom outside paint mode.
Gate the reservation on PanEnabled (set only by PaintMode.Enter/Exit), so
the wheel is only claimed for brush resize while actually in paint mode;
otherwise it zooms normally.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
MapPropIds (in MeshPainter.Backend.cs) referenced the *Id fields from the
MeshPainter.cs partial in its field initializer. Static field-initializer
order across partial-class files is unspecified in C#; after the script
reorg the composite array initialized before the *Id fields and captured 0
for every property id. HasProperty(0) is always false, so AssignMapTexture
bound no maps at all -> the shader fell back to its white default textures,
making every fresh avatar fully glossy (smoothness 1) and emissive.
Build MapPropIds lazily on first access (runtime, after all static
initializers) so the file order no longer matters. The per-stroke allocation
savings are preserved; only a single null-check per call is added.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>