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
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@@ -19,7 +19,9 @@ static func _ensure_mats():
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for c in colors: p_colors.append(c)
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g.offsets = p_offsets
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g.colors = p_colors
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# Hard color steps: reads as inked cel splats instead of soft airbrush
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g.interpolation_mode = Gradient.GRADIENT_INTERPOLATE_CONSTANT
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var t = GradientTexture2D.new()
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t.gradient = g
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t.fill = GradientTexture2D.FILL_RADIAL
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@@ -62,6 +64,12 @@ static func _ensure_mats():
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static func spawn(scene_tree: SceneTree, type: String, pos: Vector3, normal: Vector3, size: float = 0.2):
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_ensure_mats()
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# Positional impact tick (pooled; safe at fire-rate frequency)
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if type == "bullet":
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var am = scene_tree.root.get_node_or_null("AudioManager")
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if am and am.has_sound("bullet_impact"):
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am.play_3d("bullet_impact", pos, -6.0)
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var mi = MeshInstance3D.new()
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var qm = QuadMesh.new()
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