UberUnity code changes: authentic movement + Unity 6 fixes (reviewable, code-only)#29
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constripacity wants to merge 2 commits into
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UberUnity code changes: authentic movement + Unity 6 fixes (reviewable, code-only)#29constripacity wants to merge 2 commits into
constripacity wants to merge 2 commits into
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…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:
New total: 37 files, +1219 / −294. Everything else in |
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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
mainnever 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:Changes
Gameplay / movement
PlayerMotor.csport the authentic UberStrike 4.7.1 Quake accel/friction model fromuber471-unity465CharacterMoveController: 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)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.cgincgateTRANSFER/APPLY_FOGto match theUNITY_FOG_COORDSstruct guard (UNITY_VERSION < 201800) so MK Glass compiles on Unity 6.CreateGamePopup.cs+EditorBuildSettings.assetscene-index map-loading fix; enable all 15 clean maps at their original build indices..gitignoreexclude/Latestbuild output +.bakfiles.Relationship to #28
Not included here (intentionally): the
X.cs → XOriginal.csport-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.