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]>
- 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]>
- 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]>
- 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.
- state_dash.gd: Basis*Vector4 → Basis*Vector3 (no Vec4 in Godot 4.2)
- state_ground.gd: shape_owner_get_shape(0) → (0, 0); typed Variant vars; typed ray/normal
- state_slide.gd: same shape API fix + unique shape vars per branch
- state_wall_run.gd: split 'and' line into single typed bool expression