feat: thinner cel outline + procedural model actually holds its weapon
Outline: the inverted-hull width was tuned when the look was heavier and now reads as a thick marker stroke. Cut every call site to roughly a third (characters 0.012 -> 0.004, level geometry 0.015 -> 0.005, Neon Alley's size-scaled clamp 0.02..0.05 -> 0.007..0.018) plus the shader default, so the ink line stays readable without fattening every silhouette. Third-person weapon on HumanoidModel: the gun was parented to root_pivot at a fixed (-0.15, 1.0, 0.4) — floating 40 cm off the chest while both arms posed at it from a distance. Give the rig a real right-hand node at the end of the forearm and hang the weapon there, so it travels with the arm. Its aim is re-derived from the body each frame (hand_r_pivot's global basis is copied from root_pivot), otherwise the barrel would swing around with the arm animation. The hold pose is retuned to match: right elbow tucked at the ribs with a level forearm, left arm crossing to the handguard. _seat_weapon_in_hand() slides each weapon along its own barrel axis so a plausible grip lands in the fist regardless of where the artist left the model origin. It measures with MeshInstance3D.get_aabb(), not mesh.get_aabb() — the FBX gun parts are skinned, so the Mesh resource still carries bind-pose bounds tens of metres across. Co-Authored-By: Claude Opus 4.8 <[email protected]>
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co-authored by
Claude Opus 4.8
parent
9f60982416
commit
af8c9831c9
@@ -115,7 +115,7 @@ func _hero(key: String, pos: Vector3, yaw_deg: float, col_size: Vector3,
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body.add_child(shape)
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var inst: Node3D = _kit_scene_at("res://assets/props/hero/" + key + ".glb").instantiate()
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body.add_child(inst)
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LevelMaterials.apply_toon_recursive(inst, 0.015)
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LevelMaterials.apply_toon_recursive(inst, 0.005)
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## Small visual-only kit prop (parasols, awnings): no collider needed.
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@@ -125,7 +125,7 @@ func _kit_prop(key: String, pos: Vector3, yaw_deg: float, scale_f: float) -> voi
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add_child(inst)
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inst.global_position = pos
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inst.rotation_degrees.y = yaw_deg
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LevelMaterials.apply_toon_recursive(inst, 0.02)
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LevelMaterials.apply_toon_recursive(inst, 0.007)
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## Place a kit model with a box collider matching its scaled bounds.
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@@ -249,7 +249,7 @@ func _box_static(pos: Vector3, size: Vector3, color: Color, node_name: String =
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for mi in body.find_children("*", "MeshInstance3D", false, false):
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mi.mesh.surface_set_material(0, LevelMaterials.flat(color))
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if maxf(size.x, maxf(size.y, size.z)) < 10.0:
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var w := clampf(maxf(size.x, maxf(size.y, size.z)) * 0.008, 0.02, 0.05)
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var w := clampf(maxf(size.x, maxf(size.y, size.z)) * 0.003, 0.007, 0.018)
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mi.material_overlay = LevelMaterials.outline(w)
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return body
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@@ -707,7 +707,7 @@ func _build_rail_line() -> void:
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fb.add_child(fb_shape)
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var fb_inst: Node3D = _kit_scene_at("res://assets/props/hero/footbridge.glb").instantiate()
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fb.add_child(fb_inst)
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LevelMaterials.apply_toon_recursive(fb_inst, 0.015)
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LevelMaterials.apply_toon_recursive(fb_inst, 0.005)
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# Walkable stair ramps at both ends (over the stair visuals)
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for e in [-1.0, 1.0]:
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var ang := rad_to_deg(atan2(5.5, 6.4))
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