feat: real per-weapon reload/recoil choreography + knife slash, fully matte hair

Weapons no longer reload by spinning the gun 360 (that was the upside-down
flip; nothing detached). New ViewmodelAnim module drives per-style manual-of-
arms sequences on the existing model_root + named arm pivots, with a temporary
magazine/shell/rocket/cell prop that visibly leaves and returns to the gun:

  - mag     (M4/AK/MP7/DMR): roll gun to present the well, hand rips the mag
            down and away, fresh mag up, seat, charge. Gun stays UPRIGHT.
  - boltmag (AWP): mag swap + a distinct bolt-cycle rock.
  - break   (double barrel): hinge open, flick both shells out, drop fresh
            shells in, snap shut.
  - tube    (rocket launcher): tip the tube in, shove a rocket home, shoulder.
  - cell    (plasma/nail gun): glowing energy cell swapped on the side.

Per-shot viewmodel recoil kick (ViewmodelAnim.apply_kick) scaled by each
weapon's recoil_amplitude, so an AWP slams and an MP7 chatters — replaces the
old flat model behaviour. Weapons expose reload_style; base classes call
play_reload / stop (on unequip) / apply_kick.

Knife: the old barely-visible flick is now a real diagonal slash that
alternates backhand/forehand, whips the blade through screen centre, and
fires the third-person melee arm-swing action (synced to other players).

Hair/materials: specular fully to 0 (even a 2% stepped glint swept as shine
across Taila's hair when the camera moved); rim trimmed to a whisper. Fully
matte cloth/hair now.

Verify: debug/fp_weapon_capture.gd screenshots each weapon's reload phases,
the knife slash, and the fire kick.

Co-Authored-By: Claude Fable 5 <[email protected]>
This commit is contained in:
Nicholas Butzke
2026-07-21 00:26:29 -04:00
co-authored by Claude Fable 5
parent d46530bd8c
commit df0bf18e0f
16 changed files with 590 additions and 76 deletions
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extends SceneTree
## Dev tool: screenshot first-person weapon choreography — reload phases for
## representative weapons (mag / boltmag / tube / break), the knife slash,
## and the fire kick. Run:
## godot --path . --windowed --resolution 1280x720 -s res://debug/fp_weapon_capture.gd -- <out_dir>
var _frames := 0
var _out_dir := "."
var _player: Node = null
var _wman: Node = null
var _mode := "boot"
var _phase_frame := 0
var _step := 0
# [tag, slot, weapon_id, screenshot fractions of reload_time]
# Slots 11+ so the loadout's own weapons get properly hidden by _equip_slot
# (re-spawning INTO an occupied slot leaves the old node visible).
var _weapons := [
["m4", 11, "m4", [0.12, 0.25, 0.38, 0.55, 0.72, 0.9]],
["awp", 12, "awp", [0.3, 0.6, 0.85]],
["rocket", 13, "rocket_launcher", [0.25, 0.55, 0.8]],
["shotgun", 14, "double_barrel_shotgun", [0.25, 0.6, 0.9]],
]
var _wi := 0
var _shots: Array = []
var _reload_T := 0.0
var _reload_start_ms := 0
func _initialize() -> void:
var args := OS.get_cmdline_user_args()
if args.size() > 0:
_out_dir = args[0]
change_scene_to_file("res://ui/main_menu/main_menu.tscn")
func _process(_delta: float) -> bool:
_frames += 1
if _mode == "boot":
if _frames == 40:
var nm = root.get_node_or_null("NetworkManager")
if nm and nm.has_method("start_singleplayer_match"):
nm.start_singleplayer_match("Deathmatch")
change_scene_to_file("res://scenes/maps/test_level/test_level.tscn")
elif _frames >= 160:
for p in root.find_children("*", "CharacterBody3D", true, false):
if p.has_method("get_visual_model") and p.is_multiplayer_authority():
_player = p
break
if not _player:
printerr("fp_capture: no player")
return true
_wman = _player.get_node_or_null("HeadPivot/Camera3D/WeaponManager")
if not _wman:
for c in _player.find_children("*", "Node", true, false):
if c.name == "WeaponManager":
_wman = c
break
if not _wman:
printerr("fp_capture: no WeaponManager")
return true
_player.set_physics_process(false)
_player.global_position = Vector3(0, 1.2, 14)
_mode = "spawn"
return false
if _mode == "spawn":
# Force-spawn the test weapons into known slots.
for w in _weapons:
_wman._spawn_weapon(w[1], w[2])
_mode = "next_weapon"
return false
if _mode == "next_weapon":
if _wi >= _weapons.size():
_mode = "knife_equip"
_phase_frame = 0
return false
var entry: Array = _weapons[_wi]
_wman._equip_slot(entry[1])
_phase_frame = 0
_mode = "reload_start"
return false
if _mode == "reload_start":
_phase_frame += 1
if _phase_frame < 15:
return false
var entry: Array = _weapons[_wi]
var w = _wman.weapons.get(entry[1])
if w == null:
_wi += 1
_mode = "next_weapon"
return false
# Drain ammo state and kick off the reload.
w._start_reload()
_reload_T = w.reload_time
_shots = entry[3].duplicate()
_reload_start_ms = Time.get_ticks_msec()
_mode = "reload_watch"
return false
if _mode == "reload_watch":
var entry: Array = _weapons[_wi]
var elapsed := (Time.get_ticks_msec() - _reload_start_ms) / 1000.0
if _shots.size() > 0:
if elapsed >= float(_shots[0]) * _reload_T:
_snap("fp_%s_reload_%d" % [entry[0], entry[3].size() - _shots.size() + 1])
_shots.pop_front()
elif elapsed >= _reload_T + 0.3:
_wi += 1
_mode = "next_weapon"
return false
if _mode == "knife_equip":
_wman._equip_slot(4)
_phase_frame = 0
_mode = "knife_swing"
return false
if _mode == "knife_swing":
_phase_frame += 1
if _phase_frame == 20:
var knife = _wman.weapons.get(4)
if knife and knife.has_method("_swing"):
knife._swing()
elif _phase_frame == 26:
_snap("fp_knife_windup")
elif _phase_frame == 32:
_snap("fp_knife_slash")
elif _phase_frame >= 60:
_mode = "kick"
_phase_frame = 0
return false
if _mode == "kick":
_phase_frame += 1
if _phase_frame == 5:
_wman._equip_slot(11)
elif _phase_frame == 30:
var w = _wman.weapons.get(11)
if w:
w._fire()
elif _phase_frame == 33:
_snap("fp_m4_kick")
return true
return false
return false
func _snap(tag: String) -> void:
var img := root.get_viewport().get_texture().get_image()
var path := _out_dir + "/" + tag + ".png"
img.save_png(path)
print("fp_capture: saved ", path)
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uid://dlifg4duwpj7v
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uid://dxueyw1h4l7ao