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]>
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co-authored by
Claude Fable 5
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@@ -85,12 +85,12 @@ static func toonify(src: Material) -> Material:
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mat.set_shader_parameter("has_texture", tex != null)
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mat.set_shader_parameter("use_triplanar", false)
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mat.set_shader_parameter("albedo_color", col)
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# Matte anime surfaces: a whisper of rim for silhouette pop, near-zero
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# specular. Characters should read as cloth/hair, not vinyl — any hotter
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# and dark surfaces gloss up and light hair looks wet.
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mat.set_shader_parameter("rim_strength", 0.08)
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mat.set_shader_parameter("rim_width", 0.32)
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mat.set_shader_parameter("specular_strength", 0.025)
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# Fully matte characters: NO specular (even a 2% stepped glint reads as
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# shine sweeping across hair when the camera moves) and only a whisper
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# of rim for silhouette separation. Cel banding carries all the shape.
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mat.set_shader_parameter("rim_strength", 0.05)
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mat.set_shader_parameter("rim_width", 0.28)
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mat.set_shader_parameter("specular_strength", 0.0)
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mat.set_shader_parameter("specular_shininess", 64.0)
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return mat
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