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]>
- 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]>