Commit Graph
13 Commits
Author SHA1 Message Date
Nicholas ButzkeandClaude Opus 5 2efc21b18d feat(menu): PLAY is one press, and the level cards are photographs
Reaching a game was Singleplayer → pick a level. Reaching a multiplayer game
was Multiplayer → Host Game → wait → pick a level → wait, and the gamemode
dropdown had exactly one entry which set a string nothing read.

PLAY now starts the last map and mode played, and says which — "Akiba Crossing
• Deathmatch" under the button, so pressing it is a promise rather than a leap.
Everything else on the home screen is a detour from that, which is the right
shape for a menu: the common case is a button, not a path. Hosting is one press
and lands in the lobby already hosting; the lobby puts map, mode, players and
start on ONE screen; Enter connects, so typing an address does not then require
reaching for the mouse.

This is the lesson HoYoverse published about Zenless Zone Zero's first months
more loudly than anything else they have written. Their postmortem on the TV
mode names three complaints — it took too long, it sat between the player and
the combat, and there was too much of it early — and 1.2 removed it from the
story entirely rather than shortening it. Time spent BEFORE the thing the
player came for is not neutral, it is a cost.

The cards were a two-stop gradient generated from two colours in a meta file,
whose hover state was `use_hdr = true` — not a visible change on any of them.
They are photographs now, shot by debug/map_preview_capture.gd, which took
three attempts to get right and each attempt is a comment in the file:

  - framing each map from OUTSIDE by merging every VisualInstance3D's AABB
    produced five tiny dioramas floating on a table, and one solid black
    rectangle. That is a minimap, and a minimap is not a photograph.
  - standing at a spawn point fixed three maps and left two black: fps_blockout
    is genuinely dark and most of its spawns face an unlit wall, and
    procedural_arena builds its geometry at runtime so no fixed offset is
    reliably inside it.
  - so the tool now RENDERS several vantages and scores each result — mean
    luminance times its standard deviation, because brightness alone picks the
    empty sky and variance alone picks a high-contrast corner of a dark room.
    Their product picks a photograph. A black rectangle passes any check that
    only asks whether the camera ended up somewhere sensible.

Also fixed, and caught by looking at the screenshot: the selected mode chip was
unreadable. Its glyph is ink on volt, and the theme gave every button a 5 px INK
outline — an ink glyph inside an ink outline is not outlined, it is five pixels
fatter, and on a small chip that is a solid blob. Button labels now carry no
outline at all, which is the same reasoning debug/ui_contrast_check.gd already
encodes: an outline separates a glyph from a backdrop it cannot beat alone, and
a label on a solid chip does not have that problem. The chips keep their heavy
ink border, so nothing about the drawn look changes.

`current_gamemode` is normalised on the way in, because it used to hold a
display string and six callers still pass one. An unrecognised id compares
unequal to GameMode.GUN_GAME and would silently disable that mode's weapon
issuing — half a mode is worse than none.

The menu's background character is the player's OWN skin holding their weapon,
rather than the box-and-capsule mannequin that stood there before.

spawn smoke 0, game modes 30/30, movement 11/11, contrast 108/108, HUD layout
PASS, weapon holds 0, dances 0.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-28 12:40:50 -04:00
Nicholas ButzkeandClaude Opus 5 99a2ee131d style(ui): the last hand-rolled colours join the theme
Five screen titles in the main menu were white on a black outline and the HUD
used Color.BLACK outlines and a hardcoded grey. That was the old comic theme's
contrast trick, and next to a papaya wordmark it read as a different game's
menu. They take UITheme.PAPAYA, INK and PAPER_DIM now, so every screen —
main menu, pause menu, character picker, settings, HUD and rig lab — is one
palette with one source.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-27 14:57:31 -04:00
Nicholas ButzkeandClaude Fable 5 a9b0775de3 feat: real gunshots, localized 3D audio, seamless music, better animations
Audio:
- All ballistic weapons now fire real firearm recordings (The Free Firearm
  Sound Library, CC0): AK-47 uses actual AK-47 shots, M4=AR-15, MP7=PPSh,
  AWP=Mosin Nagant, DMR=Savage 10, shotgun=Mossberg/Nova, nailgun=Ruger .22,
  rocket/mortar layered with real booms. Plasma keeps its energy sound.
- Reload is real lever-action foley instead of interface clicks
- Projectile flight loops localized: unit_size 50->6, max_db 6->0,
  max_distance 45 — no more mortar/rocket drone in every player's ear;
  loops also got proper loop_end (was a zero-length loop)
- Flight loops lowpassed into soft whooshes instead of sci-fi engine drones
- Menu music converted to OGG with native full-track looping (47s seamless,
  replaces the broken manual WAV loop points)

Animations (movement-shooter pass):
- Rebaked miku.glb with 4 new clips from the CC0 library: Grapple (swim
  reach — reads as a swing), PistolIdle (armed idle with weapon up),
  PistolShoot, PistolReload
- Armed idle: standing with a weapon now uses PistolIdle instead of
  arms-at-sides
- Slide pose overhaul: legs kick out front (lead/trail thighs, knees
  straighten) — feet-first slide instead of "sitting in a crouch"
- Wall run: forward drive pitch + inner arm reaches out to the wall
- Per-transition blend times: dash/hit/jump cut fast (0.05-0.08s),
  locomotion cross-fades smoothly (0.2-0.25s); CrouchWalk speed-scales

Fixes:
- Third-person camera no longer renders the first-person viewmodel layer
  (the gun/arms floated in front of the third-person view)

Verified: 11/11 movement tests, smoke test 0 failures (17 clips resolved),
third-person run screenshot shows grounded animated model, no floating gun.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-17 21:49:10 -04:00
Nicholas ButzkeandClaude Fable 5 6c8b0ddd28 feat: cel-shaded look & feel overhaul — real audio, comic UI, themed VFX
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]>
2026-07-17 18:15:42 -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
DottsGit 9c653cac48 feat: implement procedural arena generation system and support infrastructure 2026-06-09 19:45:35 -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 9adbff3968 feat: implement multiplayer network manager and player movement controller with base game entities and UI 2026-06-06 14:03:57 -04:00
DottsGit 168bd8f1ce feat: implement networked match HUD with real-time scoreboard and killfeed systems 2026-06-06 13:49:12 -04:00
DottsGit aefed46daf feat: adding basic multiplayer 2026-06-06 13:28:43 -04:00
DottsGit 2aa7ff0337 feat: added loadout options to the main menu 2026-06-06 13:05:50 -04:00
DottsGit 11adbc339a feat: singleplayer level selector 2026-06-06 13:03:35 -04:00
DottsGit 2baf27efd1 feat: basic main menu to load dust 2 on singleplayer 2026-06-06 12:55:17 -04:00