88 Commits
Author SHA1 Message Date
Nicholas ButzkeandClaude Opus 5 986179854d feat(modes): matches now end, and something is at stake when they do
There was a string — `current_gamemode`, always "Deathmatch" — an OptionButton
with one entry in it, and a five-minute timer that counted to zero, set
`match_active = false`, and did nothing else. No winner was declared, no summary
appeared, the clock froze at 00:00, and players carried on shooting each other
in a match that had stopped counting. Nothing was tracked beyond a running kill
count. A match did not end so much as stop mattering, and everything a player
does in the last minute only matters if there is a last minute.

globals/game_mode.gd answers the three questions a mode has to answer — how you
score, when it ends, who won — for three modes:

  Deathmatch        25 frags or 10 minutes.
  Team Deathmatch   two squads to 50, teams balanced by COUNT on join (a 4v4
                    that loses three from one side must refill the short side;
                    round-robin on join order leaves it 4v1 forever), friendly
                    fire off and enforced on the server before damage is even
                    broadcast — a mode where the damage lands but the kill does
                    not count is worse than either.
  Gun Game          every kill promotes you a rung and swaps your weapon. The
                    score IS the rung and the limit IS the ladder's length, so
                    finishing the ladder and reaching the score limit are the
                    same event and only one win condition exists.

`check_win` is a pure function of the stats and the clock, deliberately, because
a win condition that can only be exercised by playing a whole match is one
nobody tests — and the previous one never was. debug/game_mode_check.gd runs 30
cases over it: a tie is a DRAW rather than a win for whoever came first out of
the dictionary; a team match is decided on the TEAM's total, which a per-player
check never reaches; every ladder rung names a weapon that exists, or that rung
softlocks the mode; and promoting past the top clamps, because the winning kill
promotes before the match-end RPC lands.

Tracking now covers score, team, current streak, best streak and ladder rung.
Score and kills are separate numbers because in Gun Game they coincide and in
anything with an objective they would not. The scoreboard ranks by score, shows
the mode's own noun for it, and puts the limit on the top line — a win condition
players cannot see is one they cannot play toward.

ui/match_summary.gd gives the ending somewhere to happen: who won, WHY (time and
frag limit are different stories about the same scoreline), team totals, full
standings, and a way out that is not alt-F4. Play Again is host-only on a server.

Three bugs found on the way, all of which only became bugs once matches could
actually end: loading a level reset the clock but not the scores, so the second
match on a server would have ended on its first kill; `.rpc()` on an offline
peer does not call locally, so singleplayer had no killfeed and no stat sync at
all; and a rocket already in the air at the whistle could change the result
after the summary was on screen.

spawn smoke 0, game modes 30/30, movement 11/11.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-28 12:28:32 -04:00
Nicholas ButzkeandClaude Opus 5 f1a4f7df52 feat(emotes): five dances, built like animation, behind a radial dial
The shared clip library ships exactly one `Dance_Loop`, and five copies of one
clip is not five dances. What the runtime does have is a procedural pose layer
over a real skeleton with spring-driven hair and cloth, which is enough — if
the motion is constructed the way an animator would construct it rather than
the way a programmer reaches for first.

Wiring sine waves to bones is that first reach, and everyone can tell. A raw
sine moves fastest through the middle and slowest at the ends by the same
amount on every channel, all in phase, forever. It floats. It has no weight, no
accent, and no sense that one part of the body is driving and the rest is
following. Four principles fix it, and all four are cheap:

  OVERLAP        the body is a chain. Hips lead, spine follows a beat later,
                 head last. One subtraction — `beat - lag * i` — and the spring
                 solver then carries it out through the hair and skirt for free,
                 because the dance layer runs before it.
  ACCENT         a dance HITS poses. `shape` bends the wave so it hangs at the
                 extremes and snaps between them, which is what a key-and-
                 breakdown pass produces by hand.
  WEIGHT         the HIPS translate, not just rotate. A body that never leaves
                 its own axis reads as a puppet on a stick.
  CONTRAST       Robot deliberately breaks all of the above — zero lag,
                 quantised motion — and reads as mechanical precisely because
                 the other four do not.

Spin spots its head: it holds a heading against the turn and whips round to
catch up, which is what a real dancer does to keep from getting dizzy and the
most recognisable thing about a turn.

The dial is a radial menu because every option is then the SAME DISTANCE from
where the pointer starts — the choice is a direction, and a direction becomes
muscle memory in a way "the fourth row down" does not. Selection is by ANGLE
alone, so a flick and a careful nudge do the same thing. HOLD to open, release
to commit; a tap too short to have aimed replays the last emote, which is what
the button did before, so the old habit still works. Pressing while already
dancing just stops — having to aim at something in order to STOP would be the
most annoying possible way to build this.

debug/dance_check.gd asserts the overlap, and getting it to measure that took
four wrong measurements, each of which is now a comment where it was made:

  - correlating the hips' TRANSLATION against the head's position relative to
    them compared two different quantities at different periods; it ranked the
    Robot, whose lag is zero by construction, as the most overlapped routine.
  - a signed scalar `angle * sign of the axis's largest component` is
    DISCONTINUOUS — as a rocking bone passes back through rest the axis flips —
    so smooth Two-Step measured a full-range jump per frame, which is exactly
    what quantised motion looks like.
  - a bone's GLOBAL rotation carries every ancestor's, so the head correlates
    with the hips at lag zero however delayed the head itself is.
  - and the hips and head are driven by different channels anyway.

Measuring two links of the SAME chain, as local rotation vectors, agrees with
the authored lag: Spin measures 9 frames against 8.4 authored, Two-Step 7
against 6.6, Robot 0. The Robot is checked on the property it actually has —
its jump per frame is 0.41 of its range against 0.03-0.06 for the others.

RigRoles is pulled out of ShooterPoseModifier so the dance layer resolves bones
the same way rather than carrying a second copy. Two copies is how a rig ends up
animating correctly under one modifier and not the other.

spawn smoke 0 failures, 11/11 movement, 21/21 weapon-hold pairs, contrast 108/108.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-28 12:20:33 -04:00
Nicholas ButzkeandClaude Opus 5 c4bcbc7fd1 feat(ui): the first-person HUD is one thing, in the game's own hand
The reticle was five white ColorRects, pasted byte-identically into three
level runtime scripts. The vitals were two stock ProgressBars with a flat
colour override, inlined 1200 lines into the movement controller. The ammo
count — the number a shooter's player looks at most — was drawn by the LEVEL,
in a black rounded panel that shared nothing with the menus, and it had a
special case in it (`elif active_weapon is DoubleBarrelShotgun`) because that
weapon never declared a name or a capacity.

Everything that describes A PLAYER now belongs to ui/player_hud.gd, and a
level owns the level. The immediate symptom that fixed: the screen had two
ammo panels on it at once, in two different styles, overlapping in the corner.

What each piece now says, rather than merely shows:

  ui/crosshair.gd    one drawn reticle instead of five rectangles, so it can
                     BLOOM — open with speed, airtime and each shot, snap shut
                     on ADS. That is the accuracy readout of the whole game and
                     five ColorRects could not express it. Every stroke is
                     drawn twice, ink underneath, because a 2 px white line
                     disappears over pale concrete exactly when aim matters.
                     The hit confirmation is the same cross at 45 degrees, so
                     it lands where the eye already is.
  ui/vital_bar.gd    segmented, so remaining health can be COUNTED rather than
                     estimated, with a drain ghost that holds the old value for
                     a beat — the gap between fill and ghost is the size of the
                     hit, which a bar that merely gets shorter never tells you.
  ui/ability_chip.gd dash and grapple as a wipe across a chip rather than a
                     tinted JPEG with a 12 px number under it. A shape changing
                     size is readable in peripheral vision; 12 px type is not.
  chain meter        promoted out of the debug panel. Movement is this game's
                     first stated pillar and chaining is its skill expression,
                     so the count is a score, not a diagnostic.

The numerals moved OFF the bars and beside them. Text centred on a two-tone
bar cannot be given a colour that beats both the fill and the trough — that is
the 2.4:1 debug/ui_contrast_check.gd measured on the old HUD — so this fixes it
at the source rather than leaning on an outline to rescue it.

debug/hud_layout_check.gd measures where every element actually lands, which is
how three real bugs were found rather than squinted at: `set_anchors_preset`
moves the anchors and LEAVES THE OFFSETS, so the reticle spanned the viewport
with a size of exactly (0,0) and drew itself in the top-left corner; a
PRESET_CENTER applied after the ring's own `_ready` undid its centring; and a
BOX CONTAINER's own `alignment` is what pushes content to an edge, not a
SHRINK_END flag on the box, whose minimum width depends on children that may be
hidden. The ammo card was hanging off the right edge of the screen because of
the last one.

DoubleBarrelShotgun now declares `weapon_name` and `max_shells` like every
other weapon, and the four inline `2`s are gone.

spawn smoke 0 failures, 11/11 movement tests, contrast 108/108, layout PASS.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-28 11:51:22 -04:00
Nicholas ButzkeandClaude Opus 5 26f7c2c622 feat(ui): one high-voltage theme, and pick your character from the escape menu
The theme was a comic one — cream paper, ink borders, papaya. It is now a
charged one: near-black violet, hot papaya, and a lightning yellow spent
nowhere except the instant a button is pressed. Chips are cut with two sharp
corners and two round ones on a diagonal, which is as close to a skew as a
StyleBoxFlat gets and is the difference between a button that reads calm and
one that reads fast. BoltRule draws the motif itself, struck a third of the way
along its rule rather than centred, so it reads as something that HIT the line.

The pause menu was 900 lines of hand-rolled UI that never referenced UITheme at
all, so it rendered in Godot's default grey. It now applies the theme — and
applies it to its own root Control, not only to the Window, because a Control
inherits from its nearest Control ANCESTOR and this screen hangs off a
CanvasLayer, which is not one. That was invisible at first: the parts built with
UITheme.title() carry their own overrides and looked right next to a list and a
button that did not.

And it now has a Character screen. The roster on the left, the character
themselves on the right, turning — a name in a dropdown is not a character
selection screen. The preview is a real SkinnedPlayerModel in its own world, so
it shows exactly what will spawn: the same cel look, the same per-class
outlines, the same cloth and hair on springs. Selecting applies immediately;
there is nothing destructive to confirm, and applying on selection means the
character behind the menu changes as you arrow the list, which IS the
comparison.

PlayerMovementController.set_skin() is the supported way in. Both halves of a
skin change are easy to do by halves — `synced_skin_id` is what REMOTE peers
rebuild from, and only their _process watches it, so setting the property alone
would change everyone else's view of you and not your own.

Checked rather than asserted. debug/character_picker_check.gd walks the whole
roster and proves each entry loads a skeleton, animations, a surface table and
body surfaces — and that the skeleton is MOVING, because the clip name is a
variable this class sets on itself and reads "Idle" just as happily when nothing
is ticking. debug/ui_capture.gd and debug/roster_capture.gd photograph the
screens and every character, which is how three things were found that no
assertion could see: the theme break above, a preview showing the back of the
character's head, and a turntable that carried on from the last character so the
third one you looked at was side-on.

Known and not fixed here: momo's idle pose is wrong — arms overhead and a
pinched waist. Her rig, not the picker; every other character is correct.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-27 14:46:14 -04:00
Nicholas ButzkeandClaude Opus 4.8 0d125dc03f fix: third-person gun actually held — IK to the weapon, real recoil, no flip
Four separate third-person defects, one shared root: the arms were posed at
art-directed ANGLES that merely approximated the gun, and a stuck one-shot
flag kept handing them back to the animation clip.

- The rifle hold was silently DEAD after the first reload or throw. The gate
  trusted AnimationNodeOneShot's `active` parameter, which never clears, so
  clip_owns_arms stayed true forever and the clip drove the arms while the
  gun hung off the hand. `_upper_lock` (a timer we own) is now the
  authority, and the one-shot is explicitly faded out when it expires.
  This alone is why the gun was never held correctly.
- Arms are now solved with real two-bone IK (`_ik_arm`) onto points derived
  from the WEAPON: the stock is anchored in the shoulder pocket, the grip
  and foregrip fall out along the barrel, and the support hand is placed on
  the actual handguard (sliding inboard if the model is too long to reach).
  Verified numerically: the hand lands within 2mm of its target.
- `_measure_weapon` measures the model's AABB along its barrel and re-seats
  it so the hand sits at a realistic pistol-grip point. Weapon models put
  their origin anywhere — the M4's was 10cm from the muzzle end, so parking
  its stock in the shoulder drove the hand INTO the shoulder and folded the
  arm up behind the head.
- Recoil now shows for the OWNER in third person: server_play_fire_effects
  only ever fired for remote shooters, so the local player saw nothing. The
  ammo counter dropping now kicks the model. The kick rides in the gun's aim
  direction so the IK carries BOTH hands up with it, instead of rotating the
  arms and shoving the support hand off the gun.
- Reload no longer flips the gun. The library's pistol-reload rotates the
  wrist the gun is parented to, which turned the rifle upside-down (mag to
  the sky) while the hand reached down for it. The hold now keeps the right
  arm through a reload and the support hand does the magazine work at the
  real mag well, under the receiver.

anim_capture gains recoil shots and lets ADS settle before framing;
debug/dump_bones.gd prints a skin's bone hierarchy.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-21 10:15:54 -04:00
Nicholas ButzkeandClaude Fable 5 1ad3563e5a feat: animations follow the mechanics — upper/lower split + real grapple pose
Two fidelity gaps closed:

- Reload/throw/shoot/hit used to REPLACE the whole-body clip, so reloading
  mid-slide snapped the character upright on standing legs. The model now
  runs a runtime AnimationTree (clips -> Transition -> TimeScale -> OneShot)
  whose one-shot layer is FILTERED to upper-body bones: the arms play the
  action while the legs keep sliding/running/falling. Land stays full-body.
  The rifle hold releases exactly while the one-shot node reports active.
- Grapple no longer plays the library's horizontal-swim clip. The zip pose
  is procedural: Fall as the airborne base, the spine pivots to fly along
  the line to the actual anchor point (capped so overhead shots don't fold
  the body), the head sights the anchor, legs trail behind, the FREE left
  hand reaches up the rope — and the right hand keeps holding the rifle.
  The anchor point feeds in from the controller for local and remote
  players (synced_grapple_point).
- anim_capture: deterministic open-ground teleport + two new regression
  shots (reload-while-sliding, grapple zip toward a real anchor).

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-20 22:51:04 -04:00
Nicholas ButzkeandClaude Fable 5 87b8ae70df feat: Fortnite-style OTS camera + Alt free-look orbit in third person
- Third-person camera chain is now HeadPivot > OrbitPivot > ShoulderOffset
  (0.55m right, 0.12m up) > SpringArm(2.6m, 14 deg) — the character sits
  slightly left of screen centre over-the-shoulder instead of dead centre
  behind. Aim is unchanged (still the first-person camera).
- Hold Alt in third person to orbit the camera freely around the character
  with the mouse (yaw wraps, pitch clamped -69..+29 deg); the character
  keeps facing and aiming where it was. Release Alt and the camera springs
  back behind the shoulder.
- debug/orbit_capture.gd: screenshots the OTS framing, a driven orbit, and
  the spring-back for visual regression.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-19 23:59:44 -04:00
Nicholas ButzkeandClaude Fable 5 7920aecec5 feat: player animation quality pass — aim follow, reload/throw, recoil
Third-person player characters now animate every action with readable
intent (all networked, cel style preserved):

- Look-around: upper body follows the owner's camera pitch — distributed
  over spine/neck/head so aiming up/down reads on the whole silhouette
  (driven by the already-synced HeadPivot rotation on remotes)
- Reload: the baked PistolReload clip plays as a one-shot whenever the
  equipped weapon starts reloading (local edge-detect poll -> new synced
  action counter replays it on every peer)
- Grenade throw: new Throw clip baked from the library's overhead swing
  (Sword_Attack retarget); triggers on throw, synced the same way
- Shot recoil: visible kick on the shooter's model (shoulders snap back,
  forearms rise, fast decay) driven by the existing fire-effects RPC —
  remote players' shots now look like shots
- Slide: trailing arm braces against the ground for balance on top of the
  feet-first pose
- Armed idle confirmed in capture: weapon held at ready, not arms-down

Plumbing: synced_action/synced_action_seq added to all three player
spawners' replication configs; ACTIONS table on the model maps names to
clips + lock times.

Verified: 18 clips resolve (incl Throw), smoke 0 failures, movement
11/11, acoustics PASSED; third-person run + armed idle captures clean.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-19 12:03:30 -04:00
Nicholas ButzkeandClaude Fable 5 a51595e3b9 feat: material-aware sound occlusion + early reflections for localization
New Acoustics system (globals/acoustics.gd):
- Occlusion: rays from listener to source collect up to 3 occluding bodies;
  each surface's material adds transmission loss and lowers the lowpass
  cutoff. A gunshot through wood stays warm (-8dB, 1.4kHz), brick muffles
  hard (-15dB, 600Hz), concrete harder (-18dB, 450Hz), metal keeps more
  highs (-11dB, 1kHz), glass barely muffles (-5dB, 2.6kHz). Applied via
  each AudioStreamPlayer3D's attenuation filter.
- Early reflections: loud sounds (gunfire, explosions) probe 8 directions
  for nearby walls; each close surface plays a quiet, delayed (path/343ms),
  material-filtered copy from the mirror point — shots audibly slap back
  off structures so players can triangulate. Sub-30ms echoes are skipped
  (they perceptually merge with the direct sound).
- Surface classification: builder-set acoustic_material meta -> node-name
  keywords -> metallic-material inference -> concrete default; cached.

Integration:
- AudioManager.play_3d applies occlusion at fire time and re-filters all
  playing positional sounds every 0.12s (walking behind a wall mid-sound
  audibly muffles it); flight loops opt in via "acoustic_occluded" group
- Remote players' gunshots were entirely SILENT — rpc_play_fire_effects now
  plays the right weapon's shot at the shooter's position, occluded and
  reflected like everything else
- Remote players' footsteps were also silent — now positional + occluded,
  cadence scaled to their speed
- Test level tagged: brick arena walls, wooden platforms/obstacles, metal
  wall-run corridor/rails/dash platforms; dust2 sandstone reads as brick

Tests: debug/acoustics_test.gd (12 checks: per-material loss ordering,
multi-wall stacking, reflection delay/filter, name classification) — all
pass; movement 11/11; smoke 0 failures.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-17 23:48:38 -04:00
Nicholas ButzkeandClaude Fable 5 a9b0775de3 feat: real gunshots, localized 3D audio, seamless music, better animations
Audio:
- All ballistic weapons now fire real firearm recordings (The Free Firearm
  Sound Library, CC0): AK-47 uses actual AK-47 shots, M4=AR-15, MP7=PPSh,
  AWP=Mosin Nagant, DMR=Savage 10, shotgun=Mossberg/Nova, nailgun=Ruger .22,
  rocket/mortar layered with real booms. Plasma keeps its energy sound.
- Reload is real lever-action foley instead of interface clicks
- Projectile flight loops localized: unit_size 50->6, max_db 6->0,
  max_distance 45 — no more mortar/rocket drone in every player's ear;
  loops also got proper loop_end (was a zero-length loop)
- Flight loops lowpassed into soft whooshes instead of sci-fi engine drones
- Menu music converted to OGG with native full-track looping (47s seamless,
  replaces the broken manual WAV loop points)

Animations (movement-shooter pass):
- Rebaked miku.glb with 4 new clips from the CC0 library: Grapple (swim
  reach — reads as a swing), PistolIdle (armed idle with weapon up),
  PistolShoot, PistolReload
- Armed idle: standing with a weapon now uses PistolIdle instead of
  arms-at-sides
- Slide pose overhaul: legs kick out front (lead/trail thighs, knees
  straighten) — feet-first slide instead of "sitting in a crouch"
- Wall run: forward drive pitch + inner arm reaches out to the wall
- Per-transition blend times: dash/hit/jump cut fast (0.05-0.08s),
  locomotion cross-fades smoothly (0.2-0.25s); CrouchWalk speed-scales

Fixes:
- Third-person camera no longer renders the first-person viewmodel layer
  (the gun/arms floated in front of the third-person view)

Verified: 11/11 movement tests, smoke test 0 failures (17 clips resolved),
third-person run screenshot shows grounded animated model, no floating gun.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-17 21:49:10 -04:00
Nicholas ButzkeandClaude Fable 5 6c8b0ddd28 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]>
2026-07-17 18:15:42 -04:00
Nicholas ButzkeandClaude Fable 5 5bcbcfdc3f feat: emotive animations + anime speed lines — hit flinch, dance emote (B)
- SkinnedPlayerModel: generic play_oneshot() (generalizes the Land lock),
  Hit and Dance in the clip table (Dance loops), restartable clips
- Hit flinch: victims visibly react on every peer's screen via the existing
  damage broadcast — no new RPC
- Dance emote on B: toggles while grounded and idle, breaks on any movement;
  synced to remotes via synced_is_dancing (all three spawner configs)
- Anime radial speed-lines overlay (canvas shader): fades in past ~1.2x walk
  speed, spikes on dash, widescreen-corrected clear center
- New input action 'emote' (B) in project.godot

11/11 FSM tests, spawn smoke 0 failures.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-17 13:40:49 -04:00
Nicholas ButzkeandClaude Fable 5 2c7b5a1aca feat: lighter air control (steer + stronger strafe) and 2-charge dash
- Air: direct steering bends existing velocity toward input without changing
  its magnitude (air_steer_rate), on top of Quake accelerate with raised
  gains (air_strafe_accel 55->90, per-tick cap 1.2->2.5). No-input air drag
  nearly removed so held momentum carries. Steering skips opposing input to
  avoid flipping through zero.
- Dash: charge system on the machine — dash_charges (2) spend instantly,
  each recharges in dash_cooldown (2 s). get_dash_cooldown_remaining() now
  reports time to the NEXT charge (0 while one is banked) so existing HUDs
  keep working; get_dash_charges() added for pips.
- Tests: dash tests updated to the charge API + new coverage for
  spend-2-then-recharge; 11/11 pass, spawn smoke clean.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-17 13:32:01 -04:00
Nicholas ButzkeandClaude Fable 5 198345177a feat: world-grid level materials + real movement test suite
- Generated CC0-style prototype grid textures (0.5 m cells) and a shared
  LevelMaterials factory: world-space triplanar mapping over every code-built
  level (test level, dust2, procedural arena) with the existing color coding
  kept as tints. Readable surfaces at speed instead of flat color boxes;
  materials are cached per tint so identical surfaces batch.
- .gdignore + .gitignore the raw downloaded asset packs in addons/ whose
  overlong paths broke Godot import scans and spammed git warnings.
- Replaced the rotted FSM test file (invalid call(t) on Callables, stateless
  stub nodes, hung forever without quitting) with a real suite: 10 tests
  covering state registration, jump bookkeeping, wall-run momentum
  preservation and upward-carry cap, per-player dash cooldown (regression for
  the old shared static), dash speed stacking, chain soft cap, landing
  events, and slide entry momentum. New headless entrypoint:
  godot --headless --path . -s res://movement/tests/run_fsm_tests.gd

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-17 12:14:30 -04:00
Nicholas ButzkeandClaude Fable 5 0ba14a9469 feat: overhaul movement for flow — momentum-preserving states, smooth crouch, landing feel
- Quake-style air-strafe accelerate (real speed gain from strafing; external
  speed from dash/rockets never clamped)
- Wall run: keeps entry momentum (incl. upward carry), accelerates along the
  wall instead of hard-setting velocity, gravity fades in over the run
- Slide: slope physics (gravity projected along floor accelerates downhill),
  flat-ground decel instead of multiplicative friction, entry boost, direct
  slide->wallrun and slide->dash transitions
- Dash: cooldown 10s -> 2s, per-player (was a static shared across instances),
  momentum fully kept on exit, FOV punch event
- Grapple: taut pendulum with active rope control (W reels in, S pays out),
  release keeps swing energy
- Wall climb: carries upward momentum in, jump-off kick, shared vault helper
- Crouch capsule: single owner in the machine, smoothly lerped, ceiling check;
  camera eye height follows via crouch factor (no more head snapping)
- Landing: machine emits 'land' events scaled by impact; camera dip + pitched
  down thud; footsteps get pitch variation
- Camera rig: event-driven (land dip, dash FOV kick, vault pitch impulse),
  slide roll tilt
- Model: Jump vs Fall split by vertical velocity, Land one-shot on heavy
  landings, wall-run body lean (synced to remotes via synced_wall_side)

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-17 11:58:14 -04:00
Nicholas ButzkeandClaude Fable 5 29fdca3565 feat: shooter animation feel — directional lean, slide, composed airborne, weapon hold
Layer a procedural SkeletonModifier3D (ShooterPoseModifier) on top of the base
clip so the character reads like a movement-shooter avatar:

- Directional lean: banks into the movement direction (right/left/back) and
  blends smoothly for diagonals, driven by velocity relative to facing.
- Slide: leans the torso back and pitches the head up to look forward, instead
  of the base clip's forward-torso/legs-out "spine break".
- Airborne: plays a composed Jump pose (weapon ready) rather than a flailing
  fall.
- Weapon hold: the base clip already keeps the arms down (weapon at the hip);
  on ADS both arms lift and swing in toward centre-front to aim. ADS is read
  from the active weapon and synced (synced_is_ads) so remote players raise
  their weapons too.

The controller feeds movement direction + ADS to SkinnedPlayerModel.set_locomotion()
each frame (works for local and remote via synced velocity/rotation). All
rotations are authored in skeleton space (fwd=+Z, up=+Y, right=-X) and converted
per-bone; tuning constants are at the top of ShooterPoseModifier.

Verified by rendering the poses (idle/strafe/back/slide/ads) in a real Godot
viewport. Smoke test 30/30.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-06 23:23:51 -04:00
Nicholas ButzkeandClaude Fable 5 e2fbc424a7 feat: third-person camera toggle (V) + fix first-person showing inside the model
The first-person head-shrink (SkeletonModifier3D) left the camera looking at
the inside of the neck/torso/hair. Replaced it: the owner's model now renders
shadows-only in first person (clean FPS view, still fully animated and visible
to others and in shadows).

Added a third-person toggle (V / toggle_camera_view) so you can actually see
your own animated model — the easiest way to verify a new skin's animations:
- over-the-shoulder SpringArm3D camera (wall-collision aware) on the local
  player; press V to swap, press again to return
- firing still uses the first-person camera, so aim is unchanged
- reveals the owner's model via set_owner_visible() on both SkinnedPlayerModel
  and HumanoidModel; hides the first-person weapon viewmodel while in TP
- death forces first person so the toggle can't fight the death cam

Smoke test extended to cover the toggle (camera boom created, becomes current,
round-trips) — 28/28 checks pass for both color and GLB skins.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-06 17:18:16 -04:00
Nicholas ButzkeandClaude Fable 5 d05477c135 feat: Sketchfab-to-game character pipeline, FP/TP animated views, client-auth netcode, audio system
Character pipeline (tools/):
- sketchfab_import.py: search/download via Sketchfab Download API with
  license/attribution tracking (SKETCHFAB_API_TOKEN)
- autorig.py: headless Blender auto-rig — fits a Mixamo-named skeleton
  to unrigged humanoids, binds automatic weights
- merge_animations.py: merges the shared Mixamo-skeleton animation
  library onto any rigged character, strips root motion, canonical names
- pipeline.py: one command chains download -> rig -> animate -> register

In-game skin system:
- SkinManager autoload reads skins.json (auto-written by the pipeline)
- SkinnedPlayerModel rewritten: canonical clips with fallback chains,
  blend times, speed-scaled locomotion, weapon bone attachment
- First-person: full animated body for the owner, head hidden via
  SkeletonModifier3D; third-person: full model for other players
- Skin selector in main menu; skin id synced in multiplayer
- Fixed GLBLoader crash (GLTFDocument.get_animation_count doesn't exist)

Multiplayer sync overhaul:
- Movement is now client-authoritative: the owning peer simulates
  locally (no input round-trip), server keeps health/kills/death
- Remote players interpolate synced_position/velocity with
  extrapolation and snap-on-teleport
- Knockback/impulses routed to the simulating peer

Audio:
- AudioManager autoload: SFX/Weapons/Footsteps/UI/Music buses, pooled
  3D players, variation + pitch randomization, auto-registration from
  assets/sounds

Docs: 3D_ASSET_PIPELINE.md rewritten end-to-end, new ASSET_SOURCES.md
(non-procedural animation/map/sound sources) and SOUND_DESIGN.md.
Verified with debug/spawn_smoke_test.gd (headless: 24/24 checks pass).

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-06 02:28:58 -04:00
Hermes 2537ad19c0 fix: queue_free() returns void - split into remove_child + queue_free 2026-06-25 23:25:31 -04:00
Hermes 0672bebe7b feat: add rigged+animated Miku player model with auto-rig pipeline
- Add miku_rigged_animated.glb (3.27MB) with 18-bone skeleton and 6 animations
  (Idle, Walk, Run, Jump, Crouch, Death) via Blender auto-rig script
- Add tools/rig_and_animate.py: reusable Blender script for rigging any humanoid
  mesh with Mixamo-compatible bone naming
- Update SkinnedPlayerModel: scale_factor, first-person mode, animation state
  matching (Idle/Walk/Run/Jump/Crouch/Death)
- Update level_runtime.gd: use skinned model for local player, procedural
  humanoid for remote players
- Update skin_manager.gd and test_level_builder.gd to use animated model
- Fix Godot 4.2.1 'is not Type' syntax in 5 weapon files
- Add editor/import_miku_to_tscn.gd for editor-based GLB import
2026-06-23 00:19:52 -04:00
Hermes 00141f80cb fix: set position before adding grenade to tree, remove duplicate add_child 2026-06-22 21:52:48 -04:00
Hermes e84a9d641a fix: textured Miku model + ragdoll color
- Re-exported Miku with properly mapped textures (9.8MB GLB)
- Texture files saved alongside GLB for Godot import
- Fixed Blender 5.0 API: 'Base Color' (not 'BaseColor'), major_segments (not segments)
- Ragdoll now uses Miku teal color (0.0, 0.75, 0.75)
- Player 1 uses SkinnedPlayerModel (no procedural generation)
- Other players still use procedural HumanoidModel
2026-06-22 19:46:22 -04:00
Hermes 462d12bee5 fix: Godot 4.2.1 compat and map builder fixes
- Fix tab character in _build_elevated_walkways() call (line 63)
- Fix untyped 'pos' variable in grapple pillar loop (line 376)
- Remove fog_sky_affinity (Godot 4.3+ only property)
- Replace preload() with load() for runtime script loading
- Replace 'is DoubleBarrelShotgun' type check with duck-typing
- Fix 'is not OfflineMultiplayerPeer' syntax in grenade spawn
- Replace absf() with abs() in state_machine, state_air, state_ground
- Update test_level.tscn to remove stale UID reference

All fixes verified: PARSE OK and scene runs without script errors
on Godot 4.2.1 headless.
2026-06-21 01:24:42 -04:00
DottsGit 3c512870f2 feat: implement movement state machine ground/air states and initialize weapon manager system 2026-06-10 22:37:17 -04:00
DottsGit 3dc7fda622 feat: implement modular movement state machine and ground, air, and wall climb states 2026-06-10 22:27:10 -04:00
DottsGit 18ab9da4a3 feat: implement MovementStateMachine to manage modular player movement states and mechanics 2026-06-10 22:21:41 -04:00
DottsGit da4a6442c7 feat: implement player movement controller with grounded state, stair stepping, and wall interaction mechanics 2026-06-10 22:11:00 -04:00
DottsGit 4cb27f991e feat: add PlayerMovementController for character locomotion, state machine integration, and multiplayer synchronization 2026-06-10 21:12:44 -04:00
DottsGit 887d9c1523 feat: implement PlayerMovementController and grenade projectile system 2026-06-09 23:04:32 -04:00
DottsGit e8e5391d9f feat: implement MovementStateMachine for handling player movement states and mechanics 2026-06-09 22:53:24 -04:00
DottsGit f63187e493 feat: implement foundational weapon systems, including hitscan and projectile base classes, reload mechanics, and player movement/camera integration. 2026-06-09 22:33:40 -04:00
DottsGit ed973c3b3b feat: implement persistent settings manager, add character movement controller, and create FPS map blockout scene 2026-06-09 20:10:12 -04:00
DottsGit 22ea918e6d feat: implement movement state machine architecture and add various sound assets 2026-06-07 16:13:01 -04:00
DottsGit 1a989f3586 feat: implement player movement controller and movement state machine system 2026-06-06 21:16:48 -04:00
DottsGit 30dbf7a4cd feat: implement player movement controller and initial weapon framework including double barrel shotgun and explosive projectiles 2026-06-06 21:09:40 -04:00
DottsGit 54dfd342c2 feat: implement walking and killable enemy dummy entities and player movement controller base 2026-06-06 21:00:45 -04:00
DottsGit eb9344c0bb feat: implement PlayerMovementController with support for movement states, multiplayer synchronization, and audio/UI systems 2026-06-06 20:51:34 -04:00
DottsGit 07a15fe998 fix: a lot of network sync fixes 2026-06-06 20:45:10 -04:00
DottsGit dbbfbef4a4 fix: a lot of networking bugs 2026-06-06 19:26:22 -04:00
DottsGit ff3e01a9e5 feat: implement procedural humanoid animations, modular weapon system, and dummy entity base classes 2026-06-06 19:10:29 -04:00
DottsGit cd034d1aea feat: add dust2 level builder, player movement controller, and UI menu components 2026-06-06 15:17:54 -04:00
DottsGit d3680765da adj: respawning kills self 2026-06-06 14:23:28 -04:00
DottsGit 2a3e6a2c78 fix: fixing respawning 2026-06-06 14:18:45 -04:00
DottsGit 9adbff3968 feat: implement multiplayer network manager and player movement controller with base game entities and UI 2026-06-06 14:03:57 -04:00
DottsGit 168bd8f1ce feat: implement networked match HUD with real-time scoreboard and killfeed systems 2026-06-06 13:49:12 -04:00
DottsGit a6f5f24420 adj: less obstructive damage numbers 2026-06-06 01:30:39 -04:00
DottsGit d784045214 feat: added audio settings 2026-06-06 01:26:51 -04:00
DottsGit acd495893d feat: added ragdoll, health, death, and adjusted mortar 2026-06-06 00:01:27 -04:00
DottsGit 8984739334 feat: added animations for movement 2026-06-05 13:42:18 -04:00
DottsGit 2f259b5428 feat: adjusted the shotgun impulse knockback 2026-06-05 13:33:37 -04:00