Commit Graph
12 Commits
Author SHA1 Message Date
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 37c15bed1a feat: cel-shaded look — toon shader, ink outlines, stylized environment
- 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]>
2026-07-17 13:37:27 -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
Hermes 11d079b38c restore test level and dust2 from main branch 2026-06-25 17:30:30 -04:00
Hermes a351cf2dc4 restore test level and dust2, fix dust2 builder to not use TestLevelBuilder 2026-06-25 17:27:47 -04:00
Hermes e0844a3d3a remove stale dust2 files referencing deleted TestLevelBuilder 2026-06-25 17:16:06 -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 5f2c2462e2 feat: preventing players from leaving the playable area 2026-06-06 12:44:16 -04:00
DottsGit 64e024eb32 fix movement through the map is easier 2026-06-06 12:28:48 -04:00
DottsGit 050912ca61 fix: better sites 2026-06-06 12:26:03 -04:00
DottsGit 775e57ba4a feat: basic dust 2 2026-06-06 12:23:39 -04:00