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
@@ -111,6 +111,7 @@ func _fire() -> void:
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func _play_muzzle_flash() -> void:
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if muzzle_flash:
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ExplosionVFX.muzzle_flash(muzzle_flash.get_parent(), muzzle_flash.position)
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muzzle_flash.light_energy = 8.0
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var tween = create_tween()
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tween.tween_property(muzzle_flash, "light_energy", 0.0, 0.05)
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@@ -175,33 +176,6 @@ func _shoot_hitscan() -> void:
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player.server_play_fire_effects.rpc_id(1, origin, final_target, name, true)
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func _spawn_tracer(_origin: Vector3, final_target: Vector3) -> void:
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# Spawn cosmetic tracer
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var tracer = Node3D.new()
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tracer.set_script(load("res://weapons/hitscan_tracer.gd"))
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var t_mesh_inst = MeshInstance3D.new()
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var t_mesh = CapsuleMesh.new()
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t_mesh.radius = 0.02
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t_mesh.height = 1.0
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var t_mat = StandardMaterial3D.new()
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t_mat.albedo_color = Color(1.0, 0.8, 0.2) # Yellow-orange tracer
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t_mat.emission_enabled = true
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t_mat.emission = Color(2.0, 1.5, 0.5)
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t_mesh.material = t_mat
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t_mesh_inst.mesh = t_mesh
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t_mesh_inst.rotation.x = deg_to_rad(90) # Orient capsule along Z axis
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t_mesh_inst.position = Vector3(0, 0, -0.5) # Shift it half a meter forward so the tail is at the origin
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tracer.add_child(t_mesh_inst)
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tracer.target_position = final_target
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var visual_origin = muzzle_flash.global_position if muzzle_flash else global_position # Spawn from the barrel tip
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if visual_origin.distance_squared_to(final_target) > 0.1:
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get_tree().current_scene.add_child(tracer)
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tracer.global_position = visual_origin
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var up_vec = Vector3.UP
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if abs((final_target - visual_origin).normalized().dot(up_vec)) > 0.99:
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up_vec = Vector3.RIGHT
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tracer.look_at(final_target, up_vec)
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# Cel-styled cosmetic tracer from the barrel tip
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var visual_origin = muzzle_flash.global_position if muzzle_flash else global_position
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HitscanTracer.spawn_bolt(get_tree().current_scene, visual_origin, final_target)
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