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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1358183f98
commit
6c8b0ddd28
@@ -210,35 +210,5 @@ func _explode(pos: Vector3) -> void:
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if owner_player and owner_player.is_multiplayer_authority() and owner_player.has_method("server_play_explosion") and owner_player.multiplayer.has_multiplayer_peer() and not(owner_player.multiplayer.multiplayer_peer is OfflineMultiplayerPeer):
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owner_player.server_play_explosion.rpc_id(1, pos, explosion_radius)
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# Local Visual Effect
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var visual = MeshInstance3D.new()
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var s_mesh = SphereMesh.new()
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s_mesh.radius = explosion_radius
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s_mesh.height = explosion_radius * 2.0
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visual.mesh = s_mesh
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var mat = StandardMaterial3D.new()
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mat.albedo_color = Color(1.0, 0.5, 0.0, 0.6) # Translucent orange
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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mat.emission_enabled = true
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mat.emission = Color(1.0, 0.3, 0.0)
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visual.material_override = mat
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visual.position = pos
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get_tree().current_scene.add_child(visual)
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var tween = visual.create_tween()
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tween.tween_property(mat, "albedo_color:a", 0.0, 0.3)
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tween.parallel().tween_property(visual, "scale", Vector3(1.1, 1.1, 1.1), 0.3)
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tween.tween_callback(visual.queue_free)
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# Audio Effect
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var audio = AudioStreamPlayer3D.new()
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audio.stream = load("res://assets/sounds/shotgun_fire.wav") # using shotgun fire for a crash explosion
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audio.bus = "SFX"
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audio.pitch_scale = explosion_pitch
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audio.max_distance = 150.0
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get_tree().current_scene.add_child(audio)
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audio.global_position = pos
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audio.play()
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audio.finished.connect(audio.queue_free)
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# Local visual + audio: shared cel-shaded burst (also used by remote replay)
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ExplosionVFX.spawn(get_tree(), pos, explosion_radius)
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