A third playable character, built with the pipeline skill from a source
that was already in the repo: the animation library ships a rigged
Mannequin mesh on the exact 53-joint reference skeleton, CC0, so it needed
no download and retargets perfectly. 18 clips, 0.3% cross-leg bleed, 7% of
verts at four influences — a clean authored-weight import. Licence
recorded in mannequin.license.json as the other skins do.
It has no cloth chains, correctly: it is a mannequin and has neither hair
nor clothes.
Importing it turned up two real bugs, both of which would have hit any
flat-coloured or single-piece model:
- LevelMaterials.apply_character_look treated ANY untextured surface on a
character as the model's own outline shell and hid it, so the mannequin
rendered as a solid black silhouette — its body and joint materials are
untextured flat colours, not ink. _is_line_work() now asks whether the
surface is named eyes*, is drawn front-face-culled (the inverted-hull
setup), or is near-black. Taila and Miku are unaffected: their materials
are textured and never reach that branch. Verified by render.
- verify_character.py failed the build for having one mesh. That check
cannot tell "the pipeline joined them" from "the artist authored one
mesh" — Quaternius' mannequin is one piece on purpose. It is advisory
now; the join path's two unambiguous signatures, cross-leg bleed and the
4-influences-everywhere spread, are still hard checks.
Also restored Miku's description, which the re-import had blanked.
3 GLB skins selectable (6 with the built-in colour skins). Smoke 0
failures, 11/11 movement tests, cloth idle 0.024-0.078 deg/frame.
Co-Authored-By: Claude Opus 5 <[email protected]>
The "linked ankle cuffs" and the "squashed legs" were the same thing, and it
was never the cloth or the weights: it is the model's OWN outline hull.
Isolating it took rendering the raw GLB in a bright scene and toggling one
surface group at a time. The hull ("FullBlack" and "material", the untextured
surfaces that trace the body and hair silhouettes) is a duplicated shell whose
skin weights do not track the base mesh through a deep bend. During a run it
tears into spikes and stretches sheets across the ankles. Hiding just those
surfaces makes the legs render perfectly clean, with no other change — so the
two previous attempts here were both treating symptoms:
* re-weighting stray ankle vertices only tore the cloth (reverted last time)
* deleting cross-leg triangles removed real geometry for no benefit
(SkinMeshRepair is deleted in this commit — the clean render above was
produced WITHOUT it)
The hull is also redundant: characters already get an inverted-hull overlay
from apply_toon_recursive AND the screen-space ink_edge pass, so dropping it
costs nothing visually. The EYE cards (EyesFullBlack lashes, EyesInvL, EyesHL
highlight) are real facial features rather than a hull, so those are kept, flat
as before. They are told apart by name prefix, not by guesswork about geometry.
Worth recording: no bone is EVER scaled, in any clip. Measured again here
across the whole Run cycle — worst deviation of a bone's pose basis from a pure
rotation is 0.00000. There is no squash-and-stretch in this rig; it only ever
looked that way because of the shell.
Backpedalling now plays the locomotion cycle in reverse (negative TimeScale)
instead of moon-walking with the forward clip — the library ships no authored
backward run. Directional lean is raised from 0.18/0.30 to 0.30/0.42 rad: with
one forward cycle and no strafe clips, the lean is the only cue for which way
the character is travelling, so it has to be legible rather than subtle.
Blends raised again: base 0.22 -> 0.32, locomotion 0.28 -> 0.40. Verified the
cross-fade genuinely applies rather than snapping — instrumented an idle->run
switch and the thigh ramps gradually over the window instead of stepping on
frame one, with xfade_time reading 0.400 s on the Transition node.
FSM tests 11/11, spawn smoke test 0 failures.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Two separate causes behind "too glossy with a thin white outline":
1. The model carries its OWN cel line-work as extra, UNTEXTURED surfaces —
an inverted-hull outline shell plus eye-line/highlight cards (Taila names
them FullBlack / EyesFullBlack / EyesInvL / EyesHL). They are authored to
read as flat black, but the glTF import hands them a default near-white
albedo, and apply_toon_recursive then LIT them. That is the thin white
rim: a pale, toon-shaded outline shell tracing every hair strand. They now
render unshaded flat ink (flat white for the "HL" highlight card).
2. The skin textures already have cel shading painted in. Stacking our hard
3-tone break on top produced a bright stripe that slid across the hair as
the camera moved — the "gloss". Characters now get a soft terminator and
an almost-invisible second step, so the painted shading carries the form.
Both live in a new LevelMaterials.apply_character_look(), called only for
imported character GLBs, so props and level geometry keep exactly the crisp
banding they were calibrated with. The one shared change is that the toon
shader's second-step darkness is now the mid_tone uniform, defaulting to the
0.82 that was hardcoded — no change for existing callers.
Character shadow tint (0.64, 0.56, 0.72) is measured off the Sketchfab
reference render rather than guessed: sampling the hair there, shadow/midtone
lands near (0.63, 0.53, 0.70). Green drops hardest, which is what keeps
copper hair copper instead of washing it to brown.
debug/character_look_capture.gd renders the raw import beside our treatment
under matched lighting — the comparison this was tuned against.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Outline: the inverted-hull width was tuned when the look was heavier and
now reads as a thick marker stroke. Cut every call site to roughly a third
(characters 0.012 -> 0.004, level geometry 0.015 -> 0.005, Neon Alley's
size-scaled clamp 0.02..0.05 -> 0.007..0.018) plus the shader default, so
the ink line stays readable without fattening every silhouette.
Third-person weapon on HumanoidModel: the gun was parented to root_pivot at
a fixed (-0.15, 1.0, 0.4) — floating 40 cm off the chest while both arms
posed at it from a distance. Give the rig a real right-hand node at the end
of the forearm and hang the weapon there, so it travels with the arm. Its
aim is re-derived from the body each frame (hand_r_pivot's global basis is
copied from root_pivot), otherwise the barrel would swing around with the
arm animation. The hold pose is retuned to match: right elbow tucked at the
ribs with a level forearm, left arm crossing to the handguard.
_seat_weapon_in_hand() slides each weapon along its own barrel axis so a
plausible grip lands in the fist regardless of where the artist left the
model origin. It measures with MeshInstance3D.get_aabb(), not
mesh.get_aabb() — the FBX gun parts are skinned, so the Mesh resource still
carries bind-pose bounds tens of metres across.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
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]>
The saturation grade (1.3) was shifting authored hues — Taila's auburn
ginger hair rendered fire-truck red and the whole game read filtered.
Saturation 1.3 -> 1.08, contrast 1.05 -> 1.03: textures now carry their
own vibrancy. Verified by sampling the rendered hair against the source
texture: lit hue 18-20 deg vs authored ~20 deg.
Character rim/specular cut again (rim 0.15/0.4 -> 0.08/0.32, spec
0.06 -> 0.025 @ 64): hair and cloth read fully matte, no wet sheen.
Co-Authored-By: Claude Fable 5 <[email protected]>
Everything read as wet plastic or glowing porcelain for two stacking
reasons, both fixed centrally:
- toonify() shipped every character/prop/weapon with a hot rim (0.45 over
65% of the silhouette) and broad stepped specular (0.25 @ shininess 24) —
patent-leather highlights on any dark surface. Now a thin rim (0.15/0.4)
and a small tight glint (0.06 @ 56); shader defaults match.
- The LINEAR tonemapper clipped lit white surfaces (sun + ambient push
facades past 1.0) and the glow pass bloomed the clip, so buildings glowed
like porcelain. Switched to FILMIC with white=2.4: near-linear through
the cel bands (they stay crisp), soft shoulder above 1.0. Glow threshold
1.1 -> 1.45 so only genuine emissives (neon, tracers, plasma) bloom.
- Saturation 1.22 -> 1.3 compensates filmic mids — vibrancy unchanged.
- Neon Alley: ambient 1.7 -> 1.35 / sun 2.2 -> 2.5 — the shoulder no longer
hides the ambient lavender cast, so let the sun shape the facades.
Co-Authored-By: Claude Fable 5 <[email protected]>
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]>
New assets/shaders/ink_edge.gdshader: fullscreen depth+normal discontinuity
detection draws thin ink lines over the whole scene — the renderer-level
line pass anime-styled games use. Works on every model regardless of mesh
topology (kit buildings, cars, heroes, characters), with distance fade so
the skyline stays clean. Attached via LevelEnvironment so every map gets
it for whatever camera renders (first-person, third-person, spectator).
Street capture verified: crisp uniform outlines citywide, no artifacts.
Co-Authored-By: Claude Fable 5 <[email protected]>
- footbridge.glb: 18m truss footbridge over the central avenue one block
south of the rail line — X-pattern teal trusses, mesh railings, real
stair flights at both ends. Deck and stairs are WALKABLE (box deck
collider + invisible ramp colliders over the stair visuals): a third
elevated crossing route between the viaduct and the plaza, and a new
grapple anchor over the avenue
- platform.glb: station platform strips on the viaduct deck flanking the
crossing — canopy on posts, benches, line signs; dresses the deck route
players actually run
- Fixed a parse error from an undefined color constant caught by the
capture loop (blank render -> error -> fix -> verified)
Movement 11/11, smoke 0 failures; full-city aerial verified.
Co-Authored-By: Claude Fable 5 <[email protected]>
Second round of original Blender-kitbashed street furniture
(tools/build_hero_assets.py):
- yatai.glb: ramen cart — noren curtain strips on a hanger bar, counter,
wheels, three stools, paper lantern, red roof with ink trim; one at
every market mouth (wood collider)
- koban.glb: police box with teal roof, door, framed window, sign board
and red lamp — watches the central crossing from the SE plaza corner
- phonebooth.glb: green-framed glass booth on ~25% of retail corners
- busstop.glb: bench + glass canopy + yellow sign disc, alternating
blocks along the central avenue, both directions
- bicycle.glb: torus-wheeled bikes with frame/seat/basket, parked in
seeded rows of 2-4 beside building fronts
All toonified with ink outlines; colliders acoustics-tagged (wood/
concrete/glass/metal). Movement 11/11, smoke 0, acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
First bespoke art authored for the project (tools/build_hero_assets.py,
headless Blender 5.1 -> assets/props/hero/):
- konbini.glb: 8m convenience-store front — fascia + teal sign band with
ink trim, framed windows with sills and window ads, recessed double
glass door, angled awning, drink machine, hedge planter. Placed on
~1/3 of wide buildings (glass-tagged collider)
- station.glb: viaduct station entrance — canopy on pillars, real stair
steps with handrails and balusters, sign totem; placed at the central
avenue crossing of the rail line
- clock.glb: 10m plaza clock tower — tiered base, ringed column, 4 clock
faces with hands, teal crown; anchors the south-west plaza cell
- torii.glb: proper torii with segmented curved kasagi, shimaki, nuki
beam and plaque — replaces the box torii in every shrine courtyard
(invisible pillar colliders keep gameplay identical)
All hero pieces run through the toon pipeline with fine ink outlines.
Every part beveled; flat cel palette matches the city.
Verified: city renders clean with hero pieces placed; movement 11/11,
smoke 0 failures, acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
1-2 per building at second-floor height on metal brackets, double-faced
with generated ad graphics — the perpendicular sign clutter that defines
Akihabara/anime-city streets and makes rows read dense from street level.
Verified via street capture; smoke test 0 failures.
Co-Authored-By: Claude Fable 5 <[email protected]>
Final detail pass — no gameplay object remains a plain box:
- Markets: box stalls replaced with modeled kit stalls (4 styles seeded),
hidden box colliders keep the wood acoustics; hand carts at the market
mouths; standing lanterns between stalls
- Shrines: hanging lanterns on the stone pillars, wooden fences flanking
the torii approach
- Towers: giant mid-height wall ads on the street faces (the anime-city
mega-ad look), on top of crown boards and corner columns
- Storefront awnings (kit detail piece) on ~40% of buildings
- Traffic signals at every central-avenue crossing, diagonal from the
streetlights
- Fantasy Town Kit (CC0) installed at assets/props/town
Verified via street capture (wall-scale glyph ads, pharmacy signs,
banner ads, stalls, carts); movement 11/11, smoke 0, acoustics PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
The city's flat color sign panels are now real graphic designs, closing
the street-level "graphic density" that anime cities live on:
- tools/generate_ads.py: procedural ad library (24 textures) — bold
two-tone layouts (diagonal splits, bands, circles, stripes) with
fake-glyph text blocks that read as kanji/kana from gameplay distance,
inked borders, seeded palette system
- Every building gets 1-3 street-level posters plastered on its facade
- Vertical sign columns render a stacked-glyph column texture
- Rooftop billboards, tower crown boards (both faces) and the central
4-face screen tower all show distinct ad graphics
- Posters under the viaduct arches on every pier
- All panels lit (albedo + emission of the same texture) so they glow
as signage without blooming out
Verified via street capture (glyph posters, pharmacy-cross signs, ad
boards visible down the avenue); movement 11/11, smoke 0 failures,
acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
Streets are now populated: seeded parking lanes hug the curbs of every
N-S street with sedans, taxis, vans, SUVs, hatchbacks, delivery trucks
and the occasional police car (~100+ across the city).
- Wheels attach at the models' wheel-socket empties at spawn
- Metal-tagged box colliders: cars are cover that sounds like cover
- Toonified + darkened base tint (kit albedo clips under the map light)
with per-car hue jitter for varied paint jobs
- Slight rotation jitter so parking reads natural, not stamped
Verified via street capture (colored cars parked down the avenue, no
clipping/glow); movement 11/11, smoke 0 failures, acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
Boxes with lines can't reach the requested fidelity — the city now uses
real modeled architecture, toonified into the cel style:
- Kenney City Kit Commercial (CC0, 41 GLBs) installed at
assets/props/citykit: 13 mid-rise buildings + 5 glass skyscrapers with
actual modeled window insets, doors, storefronts, awnings, trim and
rooftop detail, plus parasol/awning props
- Standard + market blocks: street edges fill with seeded kit buildings
(measured catalog drives placement, x13 scale -> 11-32m facades) over
box colliders; Akiba signage layer (corner sign columns, glowing
segments, roof billboards) attaches aligned to each model's bounds
- Tower blocks: kit skyscrapers (up to ~70m curtain-wall glass) on the
walkable podium, seeded rotation, crown billboards kept
- Market blocks add cafe parasols among the stalls
- SSAO enabled + exposure recalibrated for the kit's bright albedo
(sun 2.2 / ambient 1.7); lighter asphalt/paving to match; lighter haze
All kit meshes run through apply_toon_recursive: toon banding over the
kit textures, matching characters/weapons/VFX.
Verified: street + aerial captures (detailed facades at eye level, dense
believable skyline); movement 11/11, smoke 0, acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
Scaled the single block to a full 10x10 city grid (48m cells, 16m streets,
640m across) with a hand-authored layout so the fabric stays varied:
Block types:
- S standard retail (70%): paired parametric buildings facing the N-S
streets, seeded heights/colors per block; ~half get a mid-block alley
with fire-escape climbs so no two blocks play identically
- T landmark towers: 8-10 floors on a walkable retail podium, mega corner
sign, double-sided rooftop crown billboard (skyline wayfinding)
- J shrine courtyards: walled court, torii, slide-roof hall, lanterns,
trees — the green quiet break in the fabric
- M market streets: dense stall rows + lantern strings between low
buildings (close-quarters cover mazes)
- P plaza cluster at the city centre with planter cover and a giant
4-face screen tower at the exact middle (the Crossing)
- C construction sites: open slab frame to wallrun, access ramp, container
stacks, and a 28m crane whose jib is the city's tallest grapple anchor
City systems:
- Brick rail viaduct runs the full east-west width on per-block piers with
vending arcades under alternating arches + slide ramps at the centre
- Central avenues x=0/z=0 get matched streetlights and zebra crossings at
every block line; brick wall rings the district; city-haze fog for depth
- Detail pass per building: window bands every floor, water tanks/antenna
masts seeded on roofs, denser sign stacking
Perf/physics: decoration (signs, windows, leaves, lamp heads) is
render-only MeshInstances; only gameplay surfaces are static bodies, all
acoustics-tagged. Spawns distributed across block types facing centre.
Verified: full-city aerial (all 100 blocks, aligned grid), avenue-level
capture (clean canyon, viaduct vista); movement 11/11, smoke 0 failures,
acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
Complete new approach after the hand-placed layout shipped misaligned:
every element now derives from a street grid and its building's footprint,
so alignment is structural, not luck.
District structure (modeled on Akihabara's Chuo-dori / Denki-gai / JR
viaduct):
- 16m avenue flanked by continuous mid-rise rows; buildings defined ONLY
by z-interval + floor count (4m quantized floors), packed edge-to-edge
- _building() derives everything from the footprint: parapet lips on the
roof rim, inset glass storefront, sidewalk canopy, stacked per-floor
sign bands, a solid vertical corner sign column with glowing segments,
evenly spaced roof AC units, rooftop billboard on 4+ floor buildings
- Brick rail viaduct crosses the whole block on piers with an under-track
vending arcade; sidewalk-aligned slide ramps with handrails reach the
deck on both flanks
- Denki-gai alley cut through both rows (wallrun walls + fire escape
platforms climbing per floor); red SEGA-style landmark + blue
electronics building anchor the north corners
- Matched streetlight pairs every 16m with arms over the road; zebra
crossings at the alley mouth and south block; spawns on sidewalks/deck
facing the map center
Movement: viaduct high lane + roof-hop onto the 2-floor row, canopy lane
above each sidewalk, alley wallruns + fire escapes, grapple anchors on
lamp arms / sign columns / viaduct edge / billboards, slide ramps.
Acoustics: facades concrete, storefronts glass, canopies wood, viaduct
brick, signs/AC/vending/lights/escapes metal.
Renamed in the level selector: "Akiba Crossing". Verified via aerial and
street captures (aligned rows, clean canyon, viaduct framing); movement
11/11, smoke 0 failures, acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
- LevelMaterials.flat(): toon-banded FLAT color material (no greybox grid
texture) for dressed maps; cached per tint, rim/spec off
- Neon Alley overrides _box_static: every structure renders flat cel color;
prop-scale pieces (<10m) get an inverted-hull ink outline scaled to their
size. Building-scale boxes skip the hull — the inflated plates smear into
black voids at close range (found via fixed street-camera capture)
- Pylon wires render as flat ink lines; warmer wood + hotter vermilion for
flat shading (the grid multiply used to brighten tints)
- visual_capture: deterministic street-level shot after the aerial for
style comparisons
Street capture now reads properly BoomerangX: flat lavender asphalt, hard
light bands, torii framed down the underpass, neon strips + sign glow.
Co-Authored-By: Claude Fable 5 <[email protected]>
New map (scenes/maps/neon_alley/, auto-appears in the level selectors):
Layout for movement flow:
- Main N-S street = the long sightline, crossed by a pedestrian bridge
(slide ramps up both ends, underpass cover below, railed high ground)
- West machiya row: wooden two-story houses with a jump route
(awning -> balcony -> roof deck) and 25-degree slide roofs facing the street
- East concrete towers with glass storefronts; brick wallrun alley between
them (AC units to vault); metal fire-escape platform route to the roofs;
angled rooftop billboard as cover + grapple anchor
- Three power pylons with crossarms over the street chain a grapple route;
the torii gate crossbeam at the north shrine plaza is a fourth anchor
- South market: wooden stalls with neon canopies + metal vending machines
= scattered mid cover; shipping container corner piece
- Spawns ring the block and face the map center
Acoustics as level design: every surface is tagged (machiya/stalls/torii
wood, towers concrete, storefronts glass, alley+perimeter brick, escapes/
AC/rails/container metal) so occlusion tells you which structure a shot
came through and reflections differ per street.
Style: sunset sky + fixed dusk-lavender ambient (calibrated for the toon
shader's 1/PI light response), warm low sun, neon sign columns, shop signs,
lantern strings, billboard glow, underpass strip lights.
Verified: aerial + street-level + third-person captures; movement 11/11,
smoke 0 failures, acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
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]>
- 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]>
- toon.gdshader: banded diffuse with cool-tinted shadows (3 tones), stepped
specular, rim light, and an optional world-triplanar albedo path so level
geometry keeps the 0.5 m grid with no UVs
- toon_outline.gdshader: inverted-hull ink outline, applied via
material_overlay so it works on skinned (deforming) meshes
- LevelMaterials: tinted() now returns toon grid materials; toonify()/
apply_toon_recursive() convert imported character/prop materials in place
- SkinnedPlayerModel: characters get toon shading + outline on load
- LevelEnvironment: shared stylized environment for all maps — saturated
anime sky, linear tonemap (filmic/ACES crush cel bands), bloom for
emissives, saturation+contrast grade, light depth haze; test level and
dust2 now use it and the procedural arena (which had NO environment)
gets it plus runtime toonification of its baked geometry
Co-Authored-By: Claude Fable 5 <[email protected]>
- 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]>
- 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]>
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]>
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]>
The Miku model T-posed because the previous _update_skin() used
set_bone_pose(i, get_bone_pose(i)) which is a no-op when the pose
is unchanged. Replace with skeleton.notification(NOTIFICATION_UPDATE_SKELETON)
to force the Skeleton3D to recompute bone transforms and notify the
MeshInstance to update vertex buffers.
Also fix scale: the GLB is ~1.2m tall (not 1.6m as documented), so
set scale_factor=1.25 to fit the 1.8m player capsule, and add
position_y_offset=-0.2 to align the model's feet with the player origin.
Co-Authored-By: Hermes Agent <[email protected]>
The skinned player model was loading miku_rigged_final.glb which only
contained a single "Idle" animation (1 track, near-rest pose). This caused
"animation 'Jump/Walk/Run' not found" spam and a T-pose appearance.
Switch to miku_rigged_animated.glb which has all 7 animations
(Crouch, Death, Idle, Idle2, Jump, Run, Walk).
Additional fixes:
- Fix scaling: the GLB is already in meters (~1.6m tall), not cm.
Removed the unconditional 0.01 cm->m conversion that was shrinking
the character to 1/100th size.
- Fix bone track paths: use "MikuRig/Skeleton3D:" prefix matching the
actual scene tree structure (AnimationPlayer is sibling of MikuRig).
- Add _ensure_locomotion_animations() to create Walk/Run/Jump/Idle
procedurally if the GLB is missing them.
- Eliminate per-frame "not found" log spam with rate-limited warnings.
- Update level_runtime.gd and test_level_builder.gd to use animated GLB.
Closes #3d-player-model animation pipeline
The Blender GLTF exporter was stripping animation tracks (only 1 of 51
channels survived export). Now SkinnedPlayerModel detects this at
runtime and creates a proper Idle animation programmatically using Godot's
Animation API with 5 bone tracks (Spine, Arms, Neck, Hips).
Also switched model_path back to miku_rigged_final.glb since the
re-export wasn't adding usable animations.
- Remove duplicate is_local variable in level_runtime.gd line 224
- Remove orphaned animation code from old load_model in skinned_player_model.gd
- Both files now compile cleanly
Godot headless/CLI can't import GLB files — the GLTF loader only works
in the editor GUI. Switched SkinnedPlayerModel to use GLTFDocument.append_from_buffer()
which parses GLB data from raw bytes at runtime.
Verified: GLB parses successfully, generates scene with MikuRig skeleton,
AnimationPlayer, and 7 animations (Crouch, Death, Idle, Idle_001, Jump, Run, Walk).
Also added characters/glb_loader.gd as a reusable utility for loading
any GLB file at runtime.
- 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
- 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.