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
parent
1358183f98
commit
6c8b0ddd28
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extends SceneTree
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## Dev tool: launch with rendering, screenshot the main menu and a level,
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## then quit. Run:
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## godot --path . -s res://debug/visual_capture.gd -- <output_dir>
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## Screenshots land in <output_dir>/shot_menu.png and shot_level.png.
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var _frames := 0
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var _out_dir := "."
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func _initialize() -> void:
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var args := OS.get_cmdline_user_args()
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if args.size() > 0:
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_out_dir = args[0]
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change_scene_to_file("res://ui/main_menu/main_menu.tscn")
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func _process(_delta: float) -> bool:
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_frames += 1
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if _frames == 60:
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_shot("menu")
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var nm = root.get_node_or_null("NetworkManager")
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if nm and nm.has_method("start_singleplayer_match"):
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nm.start_singleplayer_match("Deathmatch")
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change_scene_to_file("res://scenes/maps/test_level/test_level.tscn")
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elif _frames == 240:
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_shot("level")
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return true
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return false
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func _shot(tag: String) -> void:
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var img := root.get_viewport().get_texture().get_image()
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var path := _out_dir + "/shot_" + tag + ".png"
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img.save_png(path)
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print("visual_capture: saved ", path)
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