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
This commit is contained in:
2026-09-04 22:41:00 +03:00
parent 79ea5bb2be
commit 400ae24f92
16 changed files with 2 additions and 369 deletions
-12
View File
@@ -306,18 +306,6 @@ func _register_all() -> void:
# it), so it can't be perma-stunlocked — it gets a window to commit an attack that then
# rides its hyper-armour. 0 = no poise (stun-locks under sustained fire).
_reg_f("Bear", "bear_stagger_cd", 1.0, 0.0, 4.0, 0.05)
# ── Blood ─────────────────────────────────────────────────────────────────
# Persistent floor/wall splats (blood_decals.gd), fired via the Gore autoload and
# gated by the player's Settings.gore. blood_cap is the ring-buffer size: past it,
# new splats overwrite the oldest so fill/memory stay bounded. blood_scale is a
# global size multiplier over each hit's own size; satellites are extra droplets
# scattered per floor cluster; the wall fan casts blood_wall_rays outward and stains
# any wall within blood_wall_reach metres of the hit.
_reg_f("Blood", "blood_cap", 192.0, 0.0, 512.0, 16.0)
_reg_f("Blood", "blood_scale", 1.0, 0.1, 4.0, 0.05)
_reg_f("Blood", "blood_satellites", 3.0, 0.0, 8.0, 1.0)
_reg_f("Blood", "blood_wall_reach", 2.5, 0.0, 6.0, 0.1)
_reg_f("Blood", "blood_wall_rays", 8.0, 0.0, 16.0, 1.0)
# ── Sword ─────────────────────────────────────────────────────────────────
# Local seating of the sword in the right hand (drawn / fighting).
# The blade model runs along its local +Z, but weapon_bone (like every rig bone)