UberUnity client: authentic movement + Unity 6 fixes (local fork upstream)#28
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UberUnity client: authentic movement + Unity 6 fixes (local fork upstream)#28constripacity wants to merge 3 commits into
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…maps) Safety snapshot of ~497MB of previously-uncommitted working-tree work that lived only in the local main tree: - Gameplay/networking fixes (Client, NetworkAvatar/Player, TcpEngine, PlayerMotor/Manager/Input, weapons) that fixed map loading + players not being able to join. - Full Assets/Plugins/Cmune SDK source tree. - 15 new map scenes + baked lightmaps. - New editor/gameplay scripts (MapPopulator, SetupBootstrapScene, Compatibility fallback shader, PlayerDataOriginal, TeleportOriginal). Excludes 718 *.bak backup files. Local-only branch, not pushed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…ixes - PlayerMotor: port the authentic UberStrike 4.7.1 movement model (Quake-style accel/friction from uber471-unity465 CharacterMoveController) - walk 7.6, jump 15, gravity 50, ground/air accel 15/3, friction 8, clamp 22.8. Restores proper strafe-jump / bunny-hop feel the reverse-engineered motor lacked. - ApplicationOptions: cap framerate at 200 (was -1/unlimited, which pegged the GPU). - MK Glass shader: gate UNITY_TRANSFER_FOG / UNITY_APPLY_FOG behind UNITY_VERSION < 201800 to fix the Unity 6 'invalid subscript fogCoord' build error. - EditorBuildSettings: include Apex_Twin so Catalyst lands at its expected build index (CreateGamePopup loads maps by index+3; trimming desynced it). - gitignore the /Latest/ standalone build output (538MB). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
CreateGamePopup loads maps by SceneManager.LoadSceneAsync(mapIndex + 3), so a map only loads if it's in the build scene list. Only Apex_Twin + Catalyst were enabled, so every other map failed to load. Enable all 15 particle-clean maps at their original indices (3-17). The 3 legacy- ParticleRenderer maps (CuberStrike/GhostIsland/Volley) stay disabled -- they don't load and break Player builds until their particles are converted. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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For easier review, I split out the logic-only changes (29 files, ~700 lines) into #29. This PR (#28) stays as the full-fork import — the bulk here is the ~7,172 newly-added asset files (maps, ripped meshes, materials, lightmaps) that upstream |
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These are new files (not edits to existing ones) authored alongside the #28 work, so they weren't in the initial code-only carve-out. Adding them makes this PR the 100% set of code we authored, not just code we edited: - Assets/Editor/SetupBootstrapScene.cs — editor menu tool to build the bootstrap scene - Assets/Editor/MapPopulator.cs — editor tool to place spawns/pickups/death areas from the UnityPy-extracted original level data - Assets/Compatibility/ImageEffects/UberUnityFallbackImageEffect.cs (+ companion .shader) — Unity 6 fallback for the legacy bloom/flare image effect Includes the .meta GUID files so the scripts/shader resolve in-editor. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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(Reopened from #27 after the branch was renamed to
uberunity-no-errors.)Upstreams the local UberUnity working fork. Heads-up: this is a large diff UberUnity's working code had never been pushed, so this branch carries the full local state (Cmune SDK, maps, baked lighting, plus the gameplay/network fixes that made maps load + players join) on top of which today's tested changes sit. Build output (
/Latest/, 538MB) and.bakbackups are excluded (and/Latest/is now gitignored).Headline tested changes (today)
PlayerMotornow uses the real UberStrike 4.7.1 movement model (Quake-style accel/friction, ported fromuber-4-8-6branchuber471-unity465/CharacterMoveController): walk 7.6, jump 15, gravity 50, ground/air accel 15/3, friction 8, clamp 22.8. Restores proper strafe-jump / bunny-hop feel. Feel-tested in-game.ApplicationOptionscaps framerate at 200 (was-1/unlimited, which pegged the GPU).UNITY_TRANSFER_FOG/UNITY_APPLY_FOGbehindUNITY_VERSION < 201800to fix theinvalid subscript 'fogCoord'build error.Apex_TwinsoCatalystlands at its expected build index (client loads maps byindex + 3).Verified this session
Standalone build succeeds; client boots, logs in, creates a Catalyst match, two clients see + kill each other; movement feel confirmed good.