The shared clip library ships exactly one `Dance_Loop`, and five copies of one
clip is not five dances. What the runtime does have is a procedural pose layer
over a real skeleton with spring-driven hair and cloth, which is enough — if
the motion is constructed the way an animator would construct it rather than
the way a programmer reaches for first.
Wiring sine waves to bones is that first reach, and everyone can tell. A raw
sine moves fastest through the middle and slowest at the ends by the same
amount on every channel, all in phase, forever. It floats. It has no weight, no
accent, and no sense that one part of the body is driving and the rest is
following. Four principles fix it, and all four are cheap:
OVERLAP the body is a chain. Hips lead, spine follows a beat later,
head last. One subtraction — `beat - lag * i` — and the spring
solver then carries it out through the hair and skirt for free,
because the dance layer runs before it.
ACCENT a dance HITS poses. `shape` bends the wave so it hangs at the
extremes and snaps between them, which is what a key-and-
breakdown pass produces by hand.
WEIGHT the HIPS translate, not just rotate. A body that never leaves
its own axis reads as a puppet on a stick.
CONTRAST Robot deliberately breaks all of the above — zero lag,
quantised motion — and reads as mechanical precisely because
the other four do not.
Spin spots its head: it holds a heading against the turn and whips round to
catch up, which is what a real dancer does to keep from getting dizzy and the
most recognisable thing about a turn.
The dial is a radial menu because every option is then the SAME DISTANCE from
where the pointer starts — the choice is a direction, and a direction becomes
muscle memory in a way "the fourth row down" does not. Selection is by ANGLE
alone, so a flick and a careful nudge do the same thing. HOLD to open, release
to commit; a tap too short to have aimed replays the last emote, which is what
the button did before, so the old habit still works. Pressing while already
dancing just stops — having to aim at something in order to STOP would be the
most annoying possible way to build this.
debug/dance_check.gd asserts the overlap, and getting it to measure that took
four wrong measurements, each of which is now a comment where it was made:
- correlating the hips' TRANSLATION against the head's position relative to
them compared two different quantities at different periods; it ranked the
Robot, whose lag is zero by construction, as the most overlapped routine.
- a signed scalar `angle * sign of the axis's largest component` is
DISCONTINUOUS — as a rocking bone passes back through rest the axis flips —
so smooth Two-Step measured a full-range jump per frame, which is exactly
what quantised motion looks like.
- a bone's GLOBAL rotation carries every ancestor's, so the head correlates
with the hips at lag zero however delayed the head itself is.
- and the hips and head are driven by different channels anyway.
Measuring two links of the SAME chain, as local rotation vectors, agrees with
the authored lag: Spin measures 9 frames against 8.4 authored, Two-Step 7
against 6.6, Robot 0. The Robot is checked on the property it actually has —
its jump per frame is 0.41 of its range against 0.03-0.06 for the others.
RigRoles is pulled out of ShooterPoseModifier so the dance layer resolves bones
the same way rather than carrying a second copy. Two copies is how a rig ends up
animating correctly under one modifier and not the other.
spawn smoke 0 failures, 11/11 movement, 21/21 weapon-hold pairs, contrast 108/108.
Co-Authored-By: Claude Opus 5 <[email protected]>
The reticle was five white ColorRects, pasted byte-identically into three
level runtime scripts. The vitals were two stock ProgressBars with a flat
colour override, inlined 1200 lines into the movement controller. The ammo
count — the number a shooter's player looks at most — was drawn by the LEVEL,
in a black rounded panel that shared nothing with the menus, and it had a
special case in it (`elif active_weapon is DoubleBarrelShotgun`) because that
weapon never declared a name or a capacity.
Everything that describes A PLAYER now belongs to ui/player_hud.gd, and a
level owns the level. The immediate symptom that fixed: the screen had two
ammo panels on it at once, in two different styles, overlapping in the corner.
What each piece now says, rather than merely shows:
ui/crosshair.gd one drawn reticle instead of five rectangles, so it can
BLOOM — open with speed, airtime and each shot, snap shut
on ADS. That is the accuracy readout of the whole game and
five ColorRects could not express it. Every stroke is
drawn twice, ink underneath, because a 2 px white line
disappears over pale concrete exactly when aim matters.
The hit confirmation is the same cross at 45 degrees, so
it lands where the eye already is.
ui/vital_bar.gd segmented, so remaining health can be COUNTED rather than
estimated, with a drain ghost that holds the old value for
a beat — the gap between fill and ghost is the size of the
hit, which a bar that merely gets shorter never tells you.
ui/ability_chip.gd dash and grapple as a wipe across a chip rather than a
tinted JPEG with a 12 px number under it. A shape changing
size is readable in peripheral vision; 12 px type is not.
chain meter promoted out of the debug panel. Movement is this game's
first stated pillar and chaining is its skill expression,
so the count is a score, not a diagnostic.
The numerals moved OFF the bars and beside them. Text centred on a two-tone
bar cannot be given a colour that beats both the fill and the trough — that is
the 2.4:1 debug/ui_contrast_check.gd measured on the old HUD — so this fixes it
at the source rather than leaning on an outline to rescue it.
debug/hud_layout_check.gd measures where every element actually lands, which is
how three real bugs were found rather than squinted at: `set_anchors_preset`
moves the anchors and LEAVES THE OFFSETS, so the reticle spanned the viewport
with a size of exactly (0,0) and drew itself in the top-left corner; a
PRESET_CENTER applied after the ring's own `_ready` undid its centring; and a
BOX CONTAINER's own `alignment` is what pushes content to an edge, not a
SHRINK_END flag on the box, whose minimum width depends on children that may be
hidden. The ammo card was hanging off the right edge of the screen because of
the last one.
DoubleBarrelShotgun now declares `weapon_name` and `max_shells` like every
other weapon, and the four inline `2`s are gone.
spawn smoke 0 failures, 11/11 movement tests, contrast 108/108, layout PASS.
Co-Authored-By: Claude Opus 5 <[email protected]>
The palette has two light accents and one very dark one, and a control
changes its FILL on hover and press. Paper text that reads at 18:1 on the
resting near-black chip inverts to paper-on-yellow the moment the pointer
arrives, which is 1.1:1 — invisible. That is the standard way a stylised UI
becomes unreadable, and it was live on the OptionButton dropdown that every
settings row uses: PopupMenu draws its papaya hover fill but keeps
`font_color` unless `font_hover_color` is set, and it was not set.
So the label now follows the fill. `ink_for(fill)` picks the legible glyph
colour by contrast ratio, and every state's text, icon and outline is derived
from its own fill through it — including the states nobody remembers exist:
`hover_pressed` on a toggle (a CheckButton read as OFF while you touched it),
icon colours on a CheckBox that is all icon, and the list hover that used to
be the same papaya as list SELECTION, so the row you pointed at looked like
the row you had chosen.
debug/ui_contrast_check.gd interrogates the BUILT theme rather than the
palette — a table compared against itself agrees by construction and catches
nothing — and fails below the WCAG floor. It found the PopupMenu gap, a Tree
hover asking for a `font_hovered_color` Godot does not have, and the health
bar's readout at 2.4:1 over its own fill.
That last one is not fixable as a colour pair: a centred readout straddles a
hot papaya fill and a near-black trough, and no single colour beats both. What
carries it is the heavy ink outline this theme puts on every glyph, which is
its first stated rule and the same mechanism that keeps menu text legible
straight over the 3D scene. The check models that as a fallback route —
outline vs backdrop 3:1, glyph vs outline 4.5:1, at least 4 px — granted only
where the backdrop genuinely varies, and substituting two ratios for one
rather than waiving the requirement.
Disabled text moves from 3.2:1 to 5.2:1 on the way past. A greyed-out
"Start Match" is information; an illegible smudge is not.
Also styled, because the theme had simply never mentioned them and Godot's
defaults are grey-on-grey: scrollbars, Tree, SpinBox, ProgressBar, tooltips,
LineEdit read-only and selected text.
108 pairs checked, all passing.
Co-Authored-By: Claude Opus 5 <[email protected]>
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]>
The weapon lab could tune how a character HOLDS a gun. It could not tune where
the gun sits in the hand, and that is a different question with a different
scope: a hold is per character and weapon, an anchor is a fact about the hand.
RigAnchors adds it. A hand bone's origin is the WRIST, not the palm, and how far
down the palm a grip should sit — and how the gun rolls in the fingers — depends
on how big that character's hand is and how the artist posed the thumb. It
cannot be derived, it differs per character, and it is small. So it is an offset
that defaults to identity, and identity means exactly what the code derived
before anchors existed: an untuned character is bit-for-bit unchanged.
Deliberately NOT a fixed rotation on the mount. There used to be one, and a bone
attachment is expressed in the BONE's axes, which no two rigs agree on — that
constant is why the hand mount points were wrong on every character. The derived
mount stays derived; the anchor is a nudge on top of it, and nothing here spells
a bone name.
The layering, the JSON round trip and the res://-then-user:// write are now
TuningStore, because none of that was ever specific to weapons and two copies of
it would mean two places for "an exported build's tuning pass is silently
discarded" to come back. WeaponHoldTuning is built on it with its file format
unchanged.
The lab is a rig lab now, and it grew three things:
ANCHORS a second knob group. It cost a spec table — everything in the lab is
written against "which specs, which file, keyed on what" rather than
twice against the two groups, so anchors got sliders, live preview,
reset, save and clipboard for free. A third group is a third row in
GROUPS.
CLIP audition one animation on its own. The four pose buttons are the
states the game drives; watching a whole clip end to end is how you
see where a retarget went wrong, and there was no way to do it.
SURFACES what the importer decided each surface IS, and a click to isolate a
class. Isolating is how the decision gets CHECKED: click `hair` and
anything else still standing was misclassified. Hidden by swapping
in a transparent material rather than hiding the node, because a
mesh is not one class — Miku's body, face and hair are three
surfaces of one mesh.
And it takes the game's theme, applied to its own panel rather than only to the
Window, for the same reason the pause menu needed it: a CanvasLayer is not a
Control, so theme inheritance stops at one.
debug/rig_anchor_check.gd asserts the physical consequence rather than the
plumbing — an anchor system is easy to build so that the sliders move, the file
saves, the JSON round-trips and the gun does not budge. All six characters move
their weapon by exactly the offset asked for, measured in the attachment's frame
because a world-space delta on an animating skeleton is mostly the idle
animation, and all six return exactly to the derived mount when it is cleared.
Also fixes BoltRule, whose zigzag was self-intersecting: draw_colored_polygon
triangulates, and a crossing outline fails triangulation and draws nothing at
all except a console full of "Invalid polygon data". Same silhouette, walked as
a closed loop, with the ink edge as a polyline rather than a grown polygon —
growing a concave shape from its centroid reintroduces the crossing.
Co-Authored-By: Claude Opus 5 <[email protected]>
The theme was a comic one — cream paper, ink borders, papaya. It is now a
charged one: near-black violet, hot papaya, and a lightning yellow spent
nowhere except the instant a button is pressed. Chips are cut with two sharp
corners and two round ones on a diagonal, which is as close to a skew as a
StyleBoxFlat gets and is the difference between a button that reads calm and
one that reads fast. BoltRule draws the motif itself, struck a third of the way
along its rule rather than centred, so it reads as something that HIT the line.
The pause menu was 900 lines of hand-rolled UI that never referenced UITheme at
all, so it rendered in Godot's default grey. It now applies the theme — and
applies it to its own root Control, not only to the Window, because a Control
inherits from its nearest Control ANCESTOR and this screen hangs off a
CanvasLayer, which is not one. That was invisible at first: the parts built with
UITheme.title() carry their own overrides and looked right next to a list and a
button that did not.
And it now has a Character screen. The roster on the left, the character
themselves on the right, turning — a name in a dropdown is not a character
selection screen. The preview is a real SkinnedPlayerModel in its own world, so
it shows exactly what will spawn: the same cel look, the same per-class
outlines, the same cloth and hair on springs. Selecting applies immediately;
there is nothing destructive to confirm, and applying on selection means the
character behind the menu changes as you arrow the list, which IS the
comparison.
PlayerMovementController.set_skin() is the supported way in. Both halves of a
skin change are easy to do by halves — `synced_skin_id` is what REMOTE peers
rebuild from, and only their _process watches it, so setting the property alone
would change everyone else's view of you and not your own.
Checked rather than asserted. debug/character_picker_check.gd walks the whole
roster and proves each entry loads a skeleton, animations, a surface table and
body surfaces — and that the skeleton is MOVING, because the clip name is a
variable this class sets on itself and reads "Idle" just as happily when nothing
is ticking. debug/ui_capture.gd and debug/roster_capture.gd photograph the
screens and every character, which is how three things were found that no
assertion could see: the theme break above, a preview showing the back of the
character's head, and a turntable that carried on from the last character so the
third one you looked at was side-on.
Known and not fixed here: momo's idle pose is wrong — arms overhead and a
pinched waist. Her rig, not the picker; every other character is correct.
Co-Authored-By: Claude Opus 5 <[email protected]>
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]>
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]>
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]>