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
+7
-6
@@ -16,7 +16,10 @@ var _scoreboard_grid: GridContainer
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func _ready() -> void:
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_nm = get_node_or_null("/root/NetworkManager")
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# Ensure the comic theme is active even when a level is loaded directly
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# (tests, debug runs) without passing through the main menu.
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UITheme.apply_global(get_tree())
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# Top HUD
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var top_hbox = HBoxContainer.new()
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top_hbox.set_anchors_preset(Control.PRESET_TOP_WIDE)
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@@ -37,8 +40,8 @@ func _ready() -> void:
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_local_kills_label = Label.new()
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_local_kills_label.text = "0 Kills"
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_local_kills_label.add_theme_font_size_override("font_size", 64)
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_local_kills_label.add_theme_color_override("font_color", Color(1, 0.8, 0.2))
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_local_kills_label.add_theme_color_override("font_outline_color", Color.BLACK)
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_local_kills_label.add_theme_color_override("font_color", UITheme.PAPAYA)
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_local_kills_label.add_theme_color_override("font_outline_color", UITheme.INK)
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_local_kills_label.add_theme_constant_override("outline_size", 12)
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top_hbox.add_child(_local_kills_label)
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@@ -68,9 +71,7 @@ func _ready() -> void:
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_scoreboard_panel = PanelContainer.new()
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_scoreboard_panel.custom_minimum_size = Vector2(800, 600)
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var sb_style = StyleBoxFlat.new()
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sb_style.bg_color = Color(0, 0, 0, 0.8)
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_scoreboard_panel.add_theme_stylebox_override("panel", sb_style)
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# Styled by the shared UITheme PanelContainer stylebox (ink-border card)
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_scoreboard_panel.hide()
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center_container.add_child(_scoreboard_panel)
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