08ae85b2866fba653f65ef54b280cd901e530cee
2
Commits
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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]> |
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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]> |