Commit Graph
53 Commits
Author SHA1 Message Date
Nicholas ButzkeandClaude Opus 4.8 ec6b8228da fix: cut the welded ankle band, seat the gun in the hand, flash at the barrel
1. Ankle cuffs. The previous pass re-weighted the offending vertices to the
   nearer leg, which was the wrong call: the strip between the ankles is REAL
   geometry spanning the gap (~10 cm of ClothCAndW crossing x = -0.05 .. +0.05
   at ankle height), so re-weighting only tore it in half — a visible seam that
   still stretched. A triangle with one corner weighted to each leg has no
   correct pose; it must stretch the moment the legs separate. SkinMeshRepair
   now deletes those triangles instead (48 on Taila: the cloth band plus its
   outline shell). The cut is limited to BELOW THE KNEE, taken from the
   skeleton's own rest pose rather than a hardcoded height, because above the
   knee cross-leg geometry is legitimate — the skirt and shorts genuinely span
   left-thigh to right-thigh weights at the crotch.

2. The M4 floated because _measure_weapon derived the grip from mesh AABBs, and
   the FBX guns report bind-pose bounds tens of metres across — it measured the
   M4 as 24 m long and pushed the gun 7.5 m in front of the character. Bounding
   boxes are simply not trustworthy for these meshes. The grip was already
   authored elsewhere: WeaponManager places the first-person viewmodel's hands
   at fixed points in weapon space, and every weapon marks its barrel tip with
   muzzle_flash.position. Those move to WeaponGrips (dependency-free, so both
   the weapon system and the character models can use it without dragging each
   other's load order along) and third person now reaches for exactly the
   points the viewmodel uses. Every weapon's grip now lands 0.073 m from the
   hand — the M4 included, down from 2.32 m — with barrel lengths that match
   the models (0.30 m for the MP7, 0.68 m for the DMR).

3. Muzzle flash and tracers were spawned off the viewmodel's muzzle. The
   viewmodel is parented to the camera, so its muzzle sits inside the player's
   head — in third person the flash appeared by the character's shoulder.
   world_muzzle() returns the muzzle of the gun actually in the character's
   hands whenever the character is what the viewer sees, and the networked
   fire-effect RPC now sends that position too, so remote players stop seeing
   tracers leave the shooter's head. Measured: the third-person origin sits at
   the held gun, 0.54 m below the head, instead of on the camera.

FSM tests 11/11, spawn smoke test 0 failures.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-21 19:16:22 -04:00
Nicholas ButzkeandClaude Opus 4.8 af8c9831c9 feat: thinner cel outline + procedural model actually holds its weapon
Outline: the inverted-hull width was tuned when the look was heavier and
now reads as a thick marker stroke. Cut every call site to roughly a third
(characters 0.012 -> 0.004, level geometry 0.015 -> 0.005, Neon Alley's
size-scaled clamp 0.02..0.05 -> 0.007..0.018) plus the shader default, so
the ink line stays readable without fattening every silhouette.

Third-person weapon on HumanoidModel: the gun was parented to root_pivot at
a fixed (-0.15, 1.0, 0.4) — floating 40 cm off the chest while both arms
posed at it from a distance. Give the rig a real right-hand node at the end
of the forearm and hang the weapon there, so it travels with the arm. Its
aim is re-derived from the body each frame (hand_r_pivot's global basis is
copied from root_pivot), otherwise the barrel would swing around with the
arm animation. The hold pose is retuned to match: right elbow tucked at the
ribs with a level forearm, left arm crossing to the handguard.

_seat_weapon_in_hand() slides each weapon along its own barrel axis so a
plausible grip lands in the fist regardless of where the artist left the
model origin. It measures with MeshInstance3D.get_aabb(), not
mesh.get_aabb() — the FBX gun parts are skinned, so the Mesh resource still
carries bind-pose bounds tens of metres across.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-21 17:32:37 -04:00
Nicholas ButzkeandClaude Fable 5 df0bf18e0f feat: real per-weapon reload/recoil choreography + knife slash, fully matte hair
Weapons no longer reload by spinning the gun 360 (that was the upside-down
flip; nothing detached). New ViewmodelAnim module drives per-style manual-of-
arms sequences on the existing model_root + named arm pivots, with a temporary
magazine/shell/rocket/cell prop that visibly leaves and returns to the gun:

  - mag     (M4/AK/MP7/DMR): roll gun to present the well, hand rips the mag
            down and away, fresh mag up, seat, charge. Gun stays UPRIGHT.
  - boltmag (AWP): mag swap + a distinct bolt-cycle rock.
  - break   (double barrel): hinge open, flick both shells out, drop fresh
            shells in, snap shut.
  - tube    (rocket launcher): tip the tube in, shove a rocket home, shoulder.
  - cell    (plasma/nail gun): glowing energy cell swapped on the side.

Per-shot viewmodel recoil kick (ViewmodelAnim.apply_kick) scaled by each
weapon's recoil_amplitude, so an AWP slams and an MP7 chatters — replaces the
old flat model behaviour. Weapons expose reload_style; base classes call
play_reload / stop (on unequip) / apply_kick.

Knife: the old barely-visible flick is now a real diagonal slash that
alternates backhand/forehand, whips the blade through screen centre, and
fires the third-person melee arm-swing action (synced to other players).

Hair/materials: specular fully to 0 (even a 2% stepped glint swept as shine
across Taila's hair when the camera moved); rim trimmed to a whisper. Fully
matte cloth/hair now.

Verify: debug/fp_weapon_capture.gd screenshots each weapon's reload phases,
the knife slash, and the fire kick.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-21 00:26:29 -04:00
Nicholas ButzkeandClaude Fable 5 6c227b5538 feat: real two-hand rifle hold — armed animations finally read as a shooter
The clips were playing all along, but every locomotion state used unarmed
jog arms while the gun floated at the hip, so nothing looked animated.

- ShooterPoseModifier now REPLACES the arm chain with a direction-based FK
  rifle hold (low-ready at hip, shouldered on ADS) instead of nudging the
  unarmed clip additively; the wrist is solved so the muzzle points exactly
  along the aim line, gun kept upright (no-roll constraint).
- Per-arm release logic: reload/throw/hit one-shots, dance, death, the
  slide ground-brace, wall-run reach and grapple free the authored clips.
- Third-person weapon: fixed re-hide on weapon swap while in third person,
  scaled to character proportions, gripped along the hand.
- Armed idle uses Idle (arms owned by the hold) instead of arms-crossed
  PistolIdle base.
- FP viewmodel arms: character-styled sleeve + teal cuff + skin hand
  instead of the blue slabs.
- debug/anim_capture.gd: front+side screenshots of every movement state,
  one-shot action and ADS for visual regression of the model pipeline.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-19 17:55:05 -04:00
Nicholas ButzkeandClaude Fable 5 39af109893 feat: first-person reload animation on the viewmodel
The weapon dips down-and-inward with a roll when a reload starts, holds
through the reload, and rises as it completes — driven by the weapon's
actual reload_timer so the motion always matches the reload duration.
Complements the reload ring UI and the third-person reload clip.

Smoke 0 failures, movement 11/11.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-19 12:04:49 -04:00
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 0155bcdf04 fix: tighten gun audio timing and replace off-character sounds
- Gunshots: strip lead-in silence from every firearm recording (the audible
  delay between trigger and bang) and hard-trim to a single 0.7s crack with
  a fast fade — the outdoor-range echo read as 2-3 extra shots. Big single
  shots (AWP/shotgun/rocket/mortar) keep a 1s tail but still one boom.
- Hit confirm: short fleshy punch thock instead of the bell ("taco bell")
- Dash: clean synthesized air whoosh (bandpassed pink noise swell) instead
  of thruster fire crackle; grapple shoot inherits it
- Jump: push-off foot scuff + faint whoosh instead of the balloon boing
- Wind speed-loop: deep lowpass so it reads as rushing air, not fire
- Grenade: silent in flight — the rocket-engine loop made it sound like it
  was burning; bounces still audible

Verified: reimport + smoke test 0 failures, 11/11 movement tests.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-17 23:29:34 -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
Hermes 0672bebe7b feat: add rigged+animated Miku player model with auto-rig pipeline
- Add miku_rigged_animated.glb (3.27MB) with 18-bone skeleton and 6 animations
  (Idle, Walk, Run, Jump, Crouch, Death) via Blender auto-rig script
- Add tools/rig_and_animate.py: reusable Blender script for rigging any humanoid
  mesh with Mixamo-compatible bone naming
- Update SkinnedPlayerModel: scale_factor, first-person mode, animation state
  matching (Idle/Walk/Run/Jump/Crouch/Death)
- Update level_runtime.gd: use skinned model for local player, procedural
  humanoid for remote players
- Update skin_manager.gd and test_level_builder.gd to use animated model
- Fix Godot 4.2.1 'is not Type' syntax in 5 weapon files
- Add editor/import_miku_to_tscn.gd for editor-based GLB import
2026-06-23 00:19:52 -04:00
DottsGit 3c512870f2 feat: implement movement state machine ground/air states and initialize weapon manager system 2026-06-10 22:37:17 -04:00
DottsGit 887d9c1523 feat: implement PlayerMovementController and grenade projectile system 2026-06-09 23:04:32 -04:00
DottsGit 86abae27dd feat: implement weapon manager with viewmodel viewport, procedural arms, and loadout synchronization 2026-06-09 22:47:27 -04:00
DottsGit cff83b6356 feat: implement WeaponManager with viewport-based viewmodel rendering and procedural animation support 2026-06-09 22:44:56 -04:00
DottsGit 3e6eb40add feat: implement base weapon system classes for hitscan and projectile mechanics 2026-06-09 22:40:52 -04:00
DottsGit f63187e493 feat: implement foundational weapon systems, including hitscan and projectile base classes, reload mechanics, and player movement/camera integration. 2026-06-09 22:33:40 -04:00
DottsGit 4bb867a6f2 feat: implement plasma gun and rocket swarm mechanics along with various 3D asset imports 2026-06-07 18:23:47 -04:00
DottsGit 30dbf7a4cd feat: implement player movement controller and initial weapon framework including double barrel shotgun and explosive projectiles 2026-06-06 21:09:40 -04:00
DottsGit 07a15fe998 fix: a lot of network sync fixes 2026-06-06 20:45:10 -04:00
DottsGit dbbfbef4a4 fix: a lot of networking bugs 2026-06-06 19:26:22 -04:00
DottsGit ff3e01a9e5 feat: implement procedural humanoid animations, modular weapon system, and dummy entity base classes 2026-06-06 19:10:29 -04:00
DottsGit c9d18ffe23 fix: nailgun projectiles and tracers 2026-06-06 12:10:48 -04:00
DottsGit 3488b8e005 fix: 3rd person and first person views 2026-06-06 11:51:28 -04:00
DottsGit 909b25548c fix: fov now linearly increases with speed and first person weapon view no longer clips through walls 2026-06-06 11:16:50 -04:00
DottsGit 10416a83a0 fix: awp fov 2026-06-06 11:05:46 -04:00
DottsGit 4eaf4671ef fix: removing placing the 2d graphic on entities and changing it to a swipe for the knife 2026-06-06 02:26:16 -04:00
DottsGit 18b8b3ee99 feat: added the knife 2026-06-06 02:22:27 -04:00
DottsGit 27460be0ea fix: scoping 2026-06-06 02:03:05 -04:00
DottsGit a47d01632d adj: projectile physics when moving backwards 2026-06-06 01:49:43 -04:00
DottsGit 8118100a95 feat: added explosion sounds 2026-06-06 01:42:15 -04:00
DottsGit d784045214 feat: added audio settings 2026-06-06 01:26:51 -04:00
DottsGit 46cee744d1 fix: 2d surface hit graphics no longer appear when hitting an entity 2026-06-06 01:18:51 -04:00
DottsGit ee1114948b adj: adjusted the awp and swarm rocket damage 2026-06-06 00:22:45 -04:00
DottsGit 0b8dcaf3ce fix: ragdoll knockback is lowered across the board 2026-06-06 00:19:02 -04:00
DottsGit cb5708e19e fix: shotgun can kill the dummy without crashing the game again 2026-06-06 00:15:00 -04:00
DottsGit acd495893d feat: added ragdoll, health, death, and adjusted mortar 2026-06-06 00:01:27 -04:00
DottsGit 6af87eb7bd feat: added rocket noises and smoke trails and adjusted AoE of rockets and damage falloff on AoE 2026-06-05 13:32:10 -04:00
DottsGit ca2a80e38b feat: reducing ms gain from shotguns. Adjusting swarm launcher 2026-06-05 01:19:51 -04:00
DottsGit 9f3264170e feat: projectile speed is increased with respective player speed. Does not effect lateral projectile movement respective to the player 2026-06-05 00:42:22 -04:00
DottsGit da16a3a757 feat: implement weapon framework, hitscan logic, and player movement controller with state management 2026-06-05 00:25:41 -04:00
DottsGit ea96b41287 feat: adding tracers to hitscan weapons 2026-06-04 23:33:36 -04:00
DottsGit dcd0df2b2c feat: implement BaseHitscanWeapon class with raycasting, ammo management, and penetration support 2026-06-04 18:42:59 -04:00
DottsGit bd04135dba feat: implement explosive and homing projectile types for weapon system 2026-06-04 18:40:59 -04:00
DottsGit 09103ce366 feat: add Rocket Swarm, Mortar, and BouncingProjectile weapon types 2026-06-04 18:17:34 -04:00
DottsGit e6a2199777 feat: implement weapon system, loadout manager, and specialized projectile behaviors with associated assets 2026-06-04 18:14:50 -04:00
DottsGit c32f45a8aa feat: implement projectile system and add nail gun, plasma gun, and DMR weapons 2026-06-04 17:35:12 -04:00
DottsGit 1ccc66a601 feat: add plasma gun weapon implementation and new pause menu system with loadout management 2026-06-04 17:06:50 -04:00
DottsGit 67bd5b4302 feat: add double-barrel shotgun weapon, player movement state machine, and procedural sound assets 2026-06-04 16:40:15 -04:00
DottsGit 13ca2f46e9 feat: implement double barrel shotgun weapon with procedural sound generation 2026-06-04 13:23:31 -04:00