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
@@ -6,6 +6,41 @@ var target_position: Vector3
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var distance_traveled: float = 0.0
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var max_distance: float = 0.0
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## Spawn a cel-styled tracer bolt: unshaded hot core with an ink outline,
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## flying from origin to target. Shared by every hitscan weapon and the
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## remote-fire replay so all bullets look on-theme.
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static func spawn_bolt(scene: Node, origin: Vector3, target: Vector3,
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color: Color = Color(1.0, 0.72, 0.15)) -> void:
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if scene == null or origin.distance_squared_to(target) <= 0.1:
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return
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var tracer := HitscanTracer.new()
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var core := MeshInstance3D.new()
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var core_mesh := CapsuleMesh.new()
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core_mesh.radius = 0.025
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core_mesh.height = 1.1
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var m := StandardMaterial3D.new()
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m.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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m.albedo_color = color.lightened(0.35)
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m.emission_enabled = true
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m.emission = color
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m.emission_energy_multiplier = 2.2
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core_mesh.material = m
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core.mesh = core_mesh
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core.rotation.x = deg_to_rad(90) # orient capsule along Z
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core.position = Vector3(0, 0, -0.55) # tail sits at the origin
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core.material_overlay = LevelMaterials.outline(0.012)
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tracer.add_child(core)
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tracer.position = origin
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tracer.target_position = target
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scene.add_child(tracer)
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var up := Vector3.UP
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if absf((target - origin).normalized().dot(up)) > 0.99:
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up = Vector3.RIGHT
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tracer.look_at(target, up)
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func _ready() -> void:
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max_distance = global_position.distance_to(target_position)
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if max_distance < 0.1:
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