UberUnity client: authentic movement + Unity 6 fixes (local fork upstream)#27
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constripacity wants to merge 2 commits into
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UberUnity client: authentic movement + Unity 6 fixes (local fork upstream)#27constripacity wants to merge 2 commits into
constripacity wants to merge 2 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>
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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 the reverse-engineered Rigidbody motor lacked. Feel-tested in-game.ApplicationOptionscaps framerate at 200 (was-1/unlimited, which pegged the GPU rendering the menu).UNITY_TRANSFER_FOG/UNITY_APPLY_FOGbehindUNITY_VERSION < 201800to fix theinvalid subscript 'fogCoord'compile error that blocked Player builds.Apex_TwinsoCatalystlands at its expected build index (the client loads maps byindex + 3inCreateGamePopup; a trimmed scene list desyncs map loading).Verified this session
Standalone build succeeds; client boots, logs in, creates a Catalyst match, two clients see + kill each other; movement feel confirmed good.
Note
The bulk of the file count is the pre-existing local fork (SDK + maps + lightmaps), not today's work. If the team prefers, the four tested changes above are the reviewable substance; the rest is the working baseline finally reaching the remote.