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UberUnity code changes: authentic movement + Unity 6 fixes (reviewable, code-only)#29

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UberUnity code changes: authentic movement + Unity 6 fixes (reviewable, code-only)#29
constripacity wants to merge 2 commits into
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uberunity-code-changes

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@constripacity constripacity commented May 30, 2026

What this is

The logic-only subset of #28, isolated for review. PR #28 upstreams the entire local fork ~7,228 files / 1M+ lines but 7,172 of those are newly-added asset files (map scenes, ripped meshes, materials, baked lightmaps) that upstream main never had. That's real content, not a corrupted diff, but it buries the ~700 lines of actual code changes.

This PR carries only the hand-authored code/shader edits to files that already exist on main, so the actual changes are reviewable:

29 files changed, 727 insertions(+), 294 deletions(-)

Changes

Gameplay / movement

  • PlayerMotor.cs port the authentic UberStrike 4.7.1 Quake accel/friction model from uber471-unity465 CharacterMoveController: walk 7.6, jump 15, gravity 50, ground/air accel 15/3, friction 8, horizontal clamp 22.8. Manual vertical velocity + held-jump check restore proper strafe-jump / bunny-hop. (feel-tested in-game)
  • Player scripts (PlayerInput, PlayerHand, PlayerManager, PlayerAudio, PlayerUI, BodyBuilder, DeadPlayer), weapons (Weapon, Shotgun, CannonBullet, LauncherGrenade), powerups (JumpPad, SpringGrenade, StickyMine), shop (ShopKeeper, QuickItemShopItem), menus (TopBarUI, MouseOrbitImproved), networking (Client, TcpEngine, NetworkPlayer, NetworkAvatar, LobbyLog, LobbyStats).

Unity 6 build fixes

  • MKGlassForward.cginc gate TRANSFER/APPLY_FOG to match the UNITY_FOG_COORDS struct guard (UNITY_VERSION < 201800) so MK Glass compiles on Unity 6.
  • CreateGamePopup.cs + EditorBuildSettings.asset scene-index map-loading fix; enable all 15 clean maps at their original build indices.
  • .gitignore exclude /Latest build output + .bak files.

Relationship to #28

#28 this PR
Asset files (maps/meshes/materials) included (~7,172 new) excluded
Hand-authored code/shader edits included the whole PR
Diff size ~1M lines ~700 lines

Not included here (intentionally): the X.cs → XOriginal.cs port-rename housekeeping, the new compatibility shim, and binary content Unity auto-reserialized on open. Those live in #28.

Recommendation: review the code here; use #28 for the full asset import. Whether to merge both, or merge this and rework #28 into an assets-only drop, is your call.

…y subset of #28)

Isolated, reviewable subset of PR #28 (uberunity-no-errors) containing ONLY the
hand-authored logic/shader changes, with the ~7,170 asset files (maps, ripped
meshes, materials, lightmaps) left out so the actual code is reviewable.

Gameplay / movement:
- PlayerMotor.cs: port the authentic UberStrike 4.7.1 Quake accel/friction model
  from uber471-unity465 CharacterMoveController (walk 7.6, jump 15, gravity 50,
  ground/air accel 15/3, friction 8, clamp 22.8). Manual vertical velocity +
  held-jump check enable proper strafe-jump / bunny-hop.
- PlayerInput/PlayerHand/PlayerManager/PlayerAudio/PlayerUI/BodyBuilder/DeadPlayer,
  weapons (Weapon/Shotgun/CannonBullet/LauncherGrenade), powerups
  (JumpPad/SpringGrenade/StickyMine), shop (ShopKeeper/QuickItemShopItem),
  menus (TopBarUI/MouseOrbitImproved), networking
  (Client/TcpEngine/NetworkPlayer/NetworkAvatar/LobbyLog/LobbyStats).

Unity 6 build fixes:
- MKGlassForward.cginc: gate TRANSFER/APPLY_FOG to match the UNITY_FOG_COORDS
  struct guard (UNITY_VERSION < 201800) so MK Glass compiles on Unity 6.
- CreateGamePopup.cs: scene-index map loading fix.
- EditorBuildSettings.asset: enable all 15 clean maps at their original indices.
- .gitignore: exclude /Latest build output + .bak files.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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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Added the 3 newly-authored helper scripts so this PR is now the 100% set of code we authored, not just edited:

  • Assets/Editor/SetupBootstrapScene.cs — bootstrap-scene editor tool
  • Assets/Editor/MapPopulator.cs — spawns/pickups/death-areas placer (from UnityPy-extracted level data)
  • Assets/Compatibility/ImageEffects/UberUnityFallbackImageEffect.cs (+ companion .shader) — Unity 6 fallback for the legacy bloom/flare image effect

New total: 37 files, +1219 / −294. Everything else in uberunity-no-errors (maps, meshes, textures, vendored Steamworks/Cmune/UberStrike SDK scripts) is imported content, carried in #28.

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