Commit Graph
13 Commits
Author SHA1 Message Date
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 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 7da7f9f3f2 feat: rebuild character skin with full 13-clip CC0 animation set
The shipped skin GLB only had Idle/Walk/Run/Jump, so Slide, WallRun, Crouch,
Dash, Fall and Land all fell back to the wrong clips. Rebuilt via the Blender
pipeline from the library-skeleton rigged model (the old miku_proper_anim was
on a different skeleton, so retargeting silently baked flat clips — and the
shooter pose layer's DEF-* bone names never matched it either).

miku.glb now ships Idle, Walk, Run, Sprint, Jump, Fall, Land, CrouchIdle,
CrouchWalk, Dash (roll), Death, Hit, Dance from the Quaternius Universal
Animation Library (CC0). Verified per-bone keyframe motion in the export and
rendered pose stills for deformation QA (no crossed arms / stretched feet).

Also removed five stale experimental skin GLBs + extracted textures and the
one-off editor import scripts; skins.json now lists only the working skin.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-17 12:04:52 -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 Opus 4.8 c4a538a469 chore: add miku_test skin textures and script .uid files
Godot import artifacts that pair with already-committed assets:
- miku_test_Image_0..3.png: textures extracted from miku_test.glb on import
- .uid files for spawn_smoke_test.gd and audio_manager.gd

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-07 01:31:52 -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 9939e7e524 fix: correct rig deformation — arms no longer cross body, feet no longer stretch to center
The model animated but deformed wrong: arms crossed the torso and foot heels
stretched to the model's center-bottom. Two root causes, both fixed:

1. Pose mismatch. Sketchfab models are modelled in an A-pose (arms angled
   down) but the Quaternius library rests in a T-pose. Binding the A-pose mesh
   to T-pose arm bones misweighted the arms, and the library clips (which
   rotate arms ~70° down from the T rest) then shoved the already-drooped arms
   across the body.
   Fix: autorig.fit_arms_to_mesh() reorients each arm bone chain along the
   model's real arm direction; merge_animations retargets every clip from the
   library's T-pose rest onto the fitted rest via world-space constraint bake
   (Copy Rotation/Location + nla.bake), so world motion is reproduced
   regardless of the rest difference.

2. Feet-to-center stretch. The library's deform-flagged `root` bone runs up
   the body centre-line; nearest-bone weighting assigned inner-foot/heel verts
   to it, stretching them to center when animated.
   Fix: exclude root/control/mechanism bones from weighting (_NON_DEFORM_HINTS).

Also upgraded nearest-bone weighting from rigid (1 bone/vert) to a smooth
inverse-distance blend across the nearest 4 bones, so joints deform cleanly.
Bone-heat still fails on Miku's joined hair/clothing mesh, so this is the
primary path.

Verified by rendering Idle/Walk/Run poses (Blender): natural stance, arms at
sides swinging correctly, feet planted, proper running stride. Smoke test
still 30/30.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-06 19:38:59 -04:00
Nicholas ButzkeandClaude Fable 5 22cb0a58b7 fix: T-posing skinned models — autorig produced an orphan skin with no weights
The model animated its skeleton but rendered a permanent T-pose: the mesh
wasn't skin-bound. Root cause was in autorig's binding, introduced while
chasing an earlier "skins:0" export:

- The earlier "skins:0" was actually caused by bone-heat weighting failing
  (0 weighted verts → empty skin gets dropped), NOT by the Armature modifier.
- The "fix" then stripped the Armature modifier and used parent_type=ARMATURE.
  That makes the glTF exporter emit a skin OBJECT but with no node.skin
  reference and no per-vertex JOINTS/WEIGHTS — an orphan skin. The mesh then
  renders its bind pose (T-pose) forever while the skeleton animates unseen.

Fix: keep the standard ARMATURE_AUTO result (Armature modifier + vertex
groups). With the nearest-bone fallback ensuring real weights, the exporter
now writes a COMPLETE skin (verified: meshnode.skin=0, JOINTS/WEIGHTS present).

Also:
- skinned_player_model: _ensure_meshes_bound() re-binds any skinned mesh whose
  skeleton NodePath doesn't resolve at load — graceful degradation instead of
  a silent T-pose for imperfect GLBs.
- smoke test now asserts the spawned player's mesh is bound to its skeleton,
  so this class of bug fails the test instead of shipping. 30/30 pass.
- regenerated miku_test.glb with the corrected pipeline.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-06 18:11:26 -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 64bbbf93c6 fix: make the character pipeline work end-to-end in Blender 5.1 + bundle CC0 animation library
Verified the full chain on a real Sketchfab model (Miku UID -> rigged ->
13 clips -> loads and animates in-engine, 24/24 smoke checks pass).

Fixes found while running it for real:
- sketchfab_import: read .sketchfab_token as UTF-16/BOM too (PowerShell's
  `echo >` writes UTF-16LE, which crashed the UTF-8 reader)
- autorig: rig to the animation library's OWN skeleton when _library.glb
  is present (zero retargeting); robust binding — fall back to rigid
  nearest-bone weights when Blender bone-heat fails on complex meshes
  (Miku's joined hair/clothing gave 0 weighted verts); export as
  parent_type=ARMATURE with no modifier (Blender 5.x only emits a glTF
  skin in that exact form — a lingering Armature modifier gave skins:0);
  export_apply=False (applying modifiers baked away the skin); flatten
  the Sketchfab empty hierarchy before binding
- merge_animations: support a single multi-clip library GLB via
  LIBRARY_CLIP_MAP; version-safe fcurve access for Blender 4.4+/5.x
  slotted actions (Action.fcurves was removed)

Assets/tooling:
- bundle assets/characters/animations/_library.glb — CC0 Quaternius
  Universal Animation Library (13 game clips), + .gdignore so Godot
  skips the pipeline-input folder
- requirements.txt (stdlib-only; documents Blender-python separation)
- pipeline docs updated for the bundled library + swap instructions

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-06 12:42:31 -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
Dotts a4863a7b08 chore: add Godot 4.x .gitignore 2026-06-02 22:30:08 -04:00