feat: cel-shaded look & feel overhaul — real audio, comic UI, themed VFX
Audio (all CC0 — Kenney packs + OpenGameArt, see assets/sounds/SOURCES.md): - Replace every procedural synth WAV with forged sounds (ffmpeg pitch/layer mixes): distinct fire sounds per weapon with 2-3 variations, explosions, footsteps x5, land/jump/dash/vault, knife swing, hit/kill confirms, bullet impacts, reload, flight loops, UI hover/click/confirm/error, match jingles, menu music - AudioManager.stream_for(): AudioStreamRandomizer per sound id — every weapon now gets variation + pitch randomization on each shot - Explosions and bullet impacts play positional audio; landing has its own sound instead of a pitched footstep; ambient wind bed on every map Visuals: - ExplosionVFX: shared cel-shaded burst (white-hot stepped core, ink shockwave ring, star spikes, flat smoke puffs) replaces the orange sphere in both local and remote-replay paths - Comic star muzzle flashes on all weapons; unified cel tracer bolts with ink outlines across hitscan/shotgun/remote paths - Impact decals: hard-stepped ink-splat gradients instead of soft airbrush - Toon shading on first-person view models + arms, third-person weapons, and the procedural humanoid fallback (no hull outlines on FBX weapons — their hard normals tear the inverted hull) - Fix: giant soft "blob" highlight on floors — toon rim/specular disabled on level-geometry materials (pre-existing artifact since the cel commit) - Fix: own third-person weapon rendered into the first-person camera (shadows-only now covers first_person_mode) UI: - UITheme: comic theme on the root window — Bangers display font (OFL), paper panels with thick ink borders + hard drop shadows, papaya accent, themed buttons/inputs/popups; hover/click sounds on all menu buttons - Main menu: tilted comic wordmark, sunset toon diorama, looping menu music - Match HUD: themed scoreboard/killfeed/kill counter Viewports: - 4x MSAA project-wide + viewmodel/diorama viewports (crisp ink lines) - Viewmodel camera near plane 0.01; third-person camera FOV syncs settings - debug/visual_capture.gd: dev tool to screenshot menu + level for review Verified: 11/11 movement tests, spawn smoke test 0 failures, before/after screenshot comparison of menu and level. Co-Authored-By: Claude Fable 5 <[email protected]>
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co-authored by
Claude Fable 5
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@@ -163,6 +163,11 @@ func _ready() -> void:
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calf_r.cast_shadow = shadow_setting
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calf_r_pivot.add_child(calf_r)
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# Cel-shade + ink outline the blocky fallback body so it matches skinned
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# player models (shadows-only bodies skip it: outlines would cast shadows)
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if not shadows_only:
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LevelMaterials.apply_toon_recursive(root_pivot, 0.012)
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## Skin System
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var current_skin: PlayerSkin
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var skin_model: Node3D
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@@ -222,6 +227,9 @@ func _apply_color(col: Color) -> void:
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hmat.albedo_color = Color(0.95, 0.85, 0.78)
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hmat.roughness = 0.8
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head.mesh.material = hmat
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# Re-toon after the material swap (fresh StandardMaterials above)
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if not shadows_only:
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LevelMaterials.apply_toon_recursive(root_pivot, 0.012)
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func update_state(state: String, speed: float, is_crouching: bool = false) -> void:
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current_state = state
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@@ -257,7 +265,10 @@ func set_weapon(script_path: String) -> void:
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w.set_process_input(false)
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if shadows_only:
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_set_shadows_recursive(w)
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else:
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# Toon shading only — FBX weapon normals tear inverted-hull outlines
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LevelMaterials.apply_toon_recursive(w, 0.0)
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# Force position after the weapon's _build_model() sets it for 1st person
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w.position = Vector3(-0.15, 1.0, 0.4)
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w.rotation_degrees = Vector3(0, 180, 0)
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@@ -353,7 +353,10 @@ func set_weapon(script_path: String) -> void:
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w.ready.connect(func():
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w.set_process(false)
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w.set_process_input(false)
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if shadows_only:
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# Owner's first-person view must not see their own held weapon (it
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# sits right in front of the lens as a huge blob) — shadows only,
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# same as the body. set_owner_visible reveals it in third person.
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if shadows_only or first_person_mode:
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_set_shadows_recursive(w)
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# Undo the first-person viewmodel placement from the weapon's _ready.
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w.position = Vector3(0.0, 0.08, 0.03)
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