Commit Graph
32 Commits
Author SHA1 Message Date
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 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 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
DottsGit def2925a43 feat: implement pause menu with loadout, settings, and input rebinding support 2026-06-10 21:58:44 -04:00
DottsGit 5e4507ab24 feat: implement pause menu system with loadout and settings configuration management 2026-06-10 21:08:01 -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 9c653cac48 feat: implement procedural arena generation system and support infrastructure 2026-06-09 19:45:35 -04:00
DottsGit 4bb867a6f2 feat: implement plasma gun and rocket swarm mechanics along with various 3D asset imports 2026-06-07 18:23:47 -04:00
DottsGit 07a15fe998 fix: a lot of network sync fixes 2026-06-06 20:45:10 -04:00
DottsGit fcdd75afc0 feat: add match HUD with scoreboard, timer, and dynamic killfeed 2026-06-06 15:19:59 -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 31336fe870 feat: add Dust 2 level builder and implement pause menu UI with settings and loadout management 2026-06-06 14:49:45 -04:00
DottsGit acfb8bca16 feat: implement network manager, pause menu, and export configuration for project deployment 2026-06-06 14:33:43 -04:00
DottsGit d3680765da adj: respawning kills self 2026-06-06 14:23:28 -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 aefed46daf feat: adding basic multiplayer 2026-06-06 13:28:43 -04:00
DottsGit 2aa7ff0337 feat: added loadout options to the main menu 2026-06-06 13:05:50 -04:00
DottsGit 11adbc339a feat: singleplayer level selector 2026-06-06 13:03:35 -04:00
DottsGit 2baf27efd1 feat: basic main menu to load dust 2 on singleplayer 2026-06-06 12:55:17 -04:00
DottsGit 18b8b3ee99 feat: added the knife 2026-06-06 02:22:27 -04:00
DottsGit 27460be0ea fix: scoping 2026-06-06 02:03:05 -04:00
DottsGit d784045214 feat: added audio settings 2026-06-06 01:26:51 -04:00
DottsGit e41e64de78 feat: pause menu is just now menu and does not pause 2026-06-06 01:11:38 -04:00
DottsGit 6dceab46db feat: fps counter and limiter 2026-06-06 01:06:43 -04:00
DottsGit 33f5c7cb82 feat: added advanced settings for showing player movement debug and settings for mouse sensistivity 2026-06-06 00:51:53 -04:00
DottsGit 1ccc66a601 feat: add plasma gun weapon implementation and new pause menu system with loadout management 2026-06-04 17:06:50 -04:00
DottsGit a8b3619f2e feat: implement damage dummy system, floating UI numbers, and double-barrel shotgun mechanics 2026-06-04 13:15:26 -04:00
DottsGit 02c6caa0d6 feat: implement pause menu with loadout management and rebindable input settings 2026-06-04 11:33:10 -04:00
DottsGit f2afd31415 feat: implement pause menu with loadout management functionality 2026-06-04 09:20:05 -04:00
DottsGit 8eea7d6e36 feat: implement loadout management system, interactive pause menu, and weapon slot switching functionality 2026-06-04 09:12:16 -04:00