Reorganize into role-based folders and consolidate art
Move every script and scene into role-based directories (actors/, systems/, ui/, levels/, props/) and all raw art under art/ (grouped by role, snake_case, Extract-Textures GLBs), dropping Blender version-suffix noise. Filenames are snake_case (PascalCase reserved for class_name) to avoid case-insensitive filesystem aliasing on the web/macOS targets. Routes the bull's hits through the typed DamageEvent pipeline and wires the bull's abilities to the Fx library. Updates CLAUDE.md's folder-layout overview to match. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
This commit is contained in:
@@ -7,7 +7,7 @@ extends SceneTree
|
||||
## hides the original skinned meshes (so they never hit the invisible-on-Mali skinning path).
|
||||
## Run: godot --headless --script res://tests/rigid_skin_test.gd
|
||||
|
||||
const RigidSkin = preload("res://rigid_skin.gd")
|
||||
const RigidSkin = preload("res://systems/render/rigid_skin.gd")
|
||||
|
||||
var _pass := 0
|
||||
var _fail := 0
|
||||
@@ -43,7 +43,7 @@ func _surface_mats(mi: MeshInstance3D) -> Array:
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
var inst: Node = (load("res://Assets/Matador.glb") as PackedScene).instantiate()
|
||||
var inst: Node = (load("res://art/characters/matador.glb") as PackedScene).instantiate()
|
||||
root.add_child(inst)
|
||||
|
||||
# Distinct materials on the skinned source meshes, before conversion.
|
||||
|
||||
Reference in New Issue
Block a user