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
-3
View File
@@ -30,9 +30,6 @@ func load_active_level() -> void:
var module := level.level_scene.instantiate()
_tag_environment_for_corpses(module)
_level_root.add_child(module)
# A fresh blood-splat pool for this level, alongside the module under LevelRoot so it's
# torn down with everything else on the next load — stains never leak into the next fight.
_level_root.add_child(preload("res://blood_decals.gd").new())
## Ground and walls stay on WORLD so the bull and live matadors collide with them; here