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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@@ -41,11 +41,13 @@ func _setup_viewmodel_viewport() -> void:
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sub_viewport.transparent_bg = true
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# Shared world so it renders main scene's objects that have layer 20
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# (In Godot 4, own_world_3d is false by default, but let's be explicit)
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sub_viewport.own_world_3d = false
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sub_viewport.own_world_3d = false
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sub_viewport.msaa_3d = Viewport.MSAA_4X # keep ink outlines crisp on the viewmodel
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sv_container.add_child(sub_viewport)
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vm_camera = Camera3D.new()
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vm_camera.cull_mask = 1 << 19 # Only see layer 20
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vm_camera.near = 0.01 # viewmodel sits close to the lens; avoid clipping
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sub_viewport.add_child(vm_camera)
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# Add a light specifically for the viewmodel in case main lights don't reach
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@@ -231,7 +233,12 @@ func _spawn_weapon(slot: int, weapon_id: String) -> void:
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w.set_meta("script_path", script_path)
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_add_procedural_arms(w)
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# Cel-shade the view model + arms so the first-person weapon matches
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# the world's look. No inverted-hull outline: FBX weapon models have
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# hard-edged normals that make the hull tear into scratchy artifacts.
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LevelMaterials.apply_toon_recursive(w, 0.0)
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# Set weapons to viewmodel layer
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_set_layer_recursive(w, 1 << 19)
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