Remove the persistent blood-decal system
Strip only the floor/wall blood-splat decals added in 981ebf1, keeping the
older death-spray, spear-wound spurt, and "Blood & Gore" toggle:
- Delete blood_decals.gd + shader, the Gore autoload (gore.gd), and
tests/blood_decals_test.gd
- Drop the Gore autoload and the Blood DP section
- Remove all Gore.splat() call sites (matador.gd, bear.gd, player.gd);
the _blood_burst spray and _spawn_blood spurt stay
- game_shell no longer spawns a per-level decal pool
- Update level_switch test + run_tests.sh accordingly
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
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@@ -884,7 +884,6 @@ func _take_hit(hit_dir: Vector3, strength: float) -> void:
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hit_dir.y = 0.0
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hit_dir = hit_dir.normalized()
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_blood_burst.burst(global_position + Vector3(0.0, 1.4, 0.0), hit_dir)
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Gore.splat(global_position, hit_dir, 1.1)
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_shake(clampf(strength / 15.0, 0.4, 1.0))
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if _hp <= 0:
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_die(hit_dir)
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@@ -920,7 +919,6 @@ func _die(hit_dir: Vector3) -> void:
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_hit_area.monitoring = false
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velocity = Vector3.ZERO
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_blood_burst.burst(global_position + Vector3(0.0, 1.4, 0.0), hit_dir)
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Gore.splat(global_position, hit_dir, 1.4)
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_play(_anim_death)
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# No death clip on the rig — topple the beast onto its side (about the hit direction,
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# so it falls the way it was struck) and sink it away, then free.
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