Reorganize the codebase into role-based folders (snake_case)

Move the 40-odd root-level scripts and scenes into a tree that groups by role,
per the approved roadmap (WS2/WS3): actors/{player,matador,bear}, systems/{combat,
fx,input,debug,render,crowd,config}, ui/, props/ (was tscn_s/). Rename the shell
scene.tscn -> levels/game_shell.tscn and every PascalCase scene to snake_case
(Player.tscn -> player.tscn, MainMenu.tscn -> main_menu.tscn, etc.) so the
case-insensitive web/macOS filesystems can't alias two files together.

Done as a scripted move: each file travels with its .uid; every quoted res:// path
across scenes, scripts, .tres, and project.godot's 9 autoloads is rewritten; the
.godot uid/class cache is rebuilt from scratch. Scenes still resolve by uid, so the
rewrite is belt-and-suspenders. Lint globs (run_tests.sh + both CI workflows) now
walk the new dirs; an orphan animation_tree.gd.uid and 7 pre-existing trailing-
whitespace lints (barrel/torch, never covered by the old root-only glob) are cleaned.

Full suite green on both sides. Asset consolidation (Assets/Animations/fonts ->
art/) is deferred — moving imported .glb/.png/.ttf is safer done in the editor.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
This commit is contained in:
2026-09-06 00:04:41 +03:00
parent b839252fe0
commit 7b6a141767
141 changed files with 199 additions and 158 deletions
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extends ColorRect
## Drives the fullscreen PS1/CRT post-process (ps1_filter.gdshader) from the DP
## registry so every uniform is live-tunable in the console. `show_ps1` toggles the
## whole overlay; the ps1_* floats feed the matching shader uniforms 1:1.
# DP param key → shader uniform name. Keys are registered in debug_params.gd with
# ranges that mirror the shader's hint_range, so nothing here can go out of bounds.
const _UNIFORMS := {
"ps1_pixel_scale": "pixel_scale",
"ps1_color_depth": "color_depth",
"ps1_dither_strength": "dither_strength",
"ps1_scanline_strength": "scanline_strength",
"ps1_roll_speed": "roll_speed",
"ps1_roll_strength": "roll_strength",
}
@onready var _mat: ShaderMaterial = material as ShaderMaterial
func _ready() -> void:
DP.any_changed.connect(_on_param_changed)
_apply_all()
# reset_all() fires with key "__all__"; a single edit fires with its own key. Either
# way just re-push everything — it's a handful of cheap uniform writes.
func _on_param_changed(_key: String, _value: Variant) -> void:
_apply_all()
func _apply_all() -> void:
visible = DP.b("show_ps1")
if _mat == null:
return
for key: String in _UNIFORMS:
_mat.set_shader_parameter(_UNIFORMS[key], DP.f(key))
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shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_nearest;
uniform float pixel_scale : hint_range(1.0, 8.0, 1.0) = 4.0;
uniform float color_depth : hint_range(2.0, 8.0, 1.0) = 5.0;
uniform float dither_strength : hint_range(0.0, 2.0, 0.05) = 0.8;
uniform float scanline_strength : hint_range(0.0, 1.0, 0.05) = 0.2;
uniform float roll_speed : hint_range(0.0, 10.0, 0.1) = 3.0;
uniform float roll_strength : hint_range(0.0, 1.0, 0.05) = 1.0;
float bayer4(ivec2 p) {
int x = p.x & 3;
int y = p.y & 3;
float m[16] = float[16](
0.0, 8.0, 2.0, 10.0,
12.0, 4.0, 14.0, 6.0,
3.0, 11.0, 1.0, 9.0,
15.0, 7.0, 13.0, 5.0
);
return m[y * 4 + x] / 16.0 - 0.5;
}
void fragment() {
vec2 pixel_size = SCREEN_PIXEL_SIZE * pixel_scale;
vec2 snapped = (floor(SCREEN_UV / pixel_size) + 0.5) * pixel_size;
vec3 col = texture(SCREEN_TEXTURE, snapped).rgb;
ivec2 dpos = ivec2(FRAGCOORD.xy / pixel_scale);
float t = bayer4(dpos) * dither_strength;
float levels = exp2(color_depth) - 1.0;
col = clamp(floor(col * levels + t + 0.5) / levels, 0.0, 1.0);
if (scanline_strength > 0.0) {
// Rolling gradient mask scrolling top-to-bottom
float screen_y = FRAGCOORD.y * SCREEN_PIXEL_SIZE.y;
float roll_mask = sin(screen_y * TAU - TIME * roll_speed) * 0.5 + 0.5;
// Scanlines modulated by the roll: strong at peak, faint at trough
float effective_strength = scanline_strength * mix(1.0 - roll_strength, 1.0, roll_mask);
float row_frac = fract(FRAGCOORD.y / pixel_scale);
float scan = smoothstep(0.0, 0.3, row_frac) * (1.0 - smoothstep(0.7, 1.0, row_frac));
col *= 1.0 - effective_strength * (1.0 - scan);
}
COLOR = vec4(col, 1.0);
}
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extends RefCounted
## Converts Skeleton3D-skinned meshes into NON-skinned mesh pieces parented to
## BoneAttachment3D nodes, so rendering never uses GPU vertex-skinning (transform
## feedback). Required on ANGLE/Vulkan/Mali mobile GPUs (e.g. Mali-G720 in mobile
## Chrome/Brave), where Godot's Compatibility skinning path renders skinned meshes
## invisible while non-skinned meshes draw fine.
##
## Each triangle is assigned wholesale to its dominant bone (highest summed weight),
## so segments stay watertight; joints become rigid (no smooth bending), which suits
## the low-poly look. Call RigidSkin.convert_tree(character_root) once after the scene
## is instanced (bones don't need to be posed yet — pieces are baked in bind space).
static func convert_tree(root: Node) -> int:
var converted := 0
for skel: Skeleton3D in _find(root, "Skeleton3D", []):
for mi: Node in skel.get_children():
if mi is MeshInstance3D and (mi as MeshInstance3D).skin != null \
and (mi as MeshInstance3D).mesh is ArrayMesh:
if _convert(skel, mi as MeshInstance3D):
converted += 1
return converted
static func _find(n: Node, klass: String, acc: Array) -> Array:
if n.is_class(klass):
acc.append(n)
for c: Node in n.get_children():
_find(c, klass, acc)
return acc
static func _convert(skel: Skeleton3D, mi: MeshInstance3D) -> bool:
var mesh := mi.mesh as ArrayMesh
var skin := mi.skin
# bind index -> (bone index, bind pose = mesh-space -> bone-local)
var bind_bone: PackedInt32Array = []
var bind_pose: Array[Transform3D] = []
for b: int in skin.get_bind_count():
var bone := skin.get_bind_bone(b)
if bone < 0:
bone = skel.find_bone(skin.get_bind_name(b))
bind_bone.append(bone)
bind_pose.append(skin.get_bind_pose(b))
# Accumulate SurfaceTool geometry per (destination bone, source surface). Keying on the
# surface too — not just the bone — is what preserves materials: a head bone that carries
# both the skin and hair surfaces must stay two pieces with two materials, otherwise every
# surface funnelled to a bone collapses onto one material (bald matadors, wrong uniforms).
var groups: Dictionary = {} # "bone:surface" -> {"st": SurfaceTool, "mat": Material, "bone": int}
for s: int in mesh.get_surface_count():
var arr := mesh.surface_get_arrays(s)
var verts: PackedVector3Array = arr[Mesh.ARRAY_VERTEX]
var norms: PackedVector3Array = arr[Mesh.ARRAY_NORMAL]
var uvs: PackedVector2Array = arr[Mesh.ARRAY_TEX_UV] if arr[Mesh.ARRAY_TEX_UV] != null else PackedVector2Array()
var cols: PackedColorArray = arr[Mesh.ARRAY_COLOR] if arr[Mesh.ARRAY_COLOR] != null else PackedColorArray()
var bones: PackedInt32Array = arr[Mesh.ARRAY_BONES]
var weights: PackedFloat32Array = arr[Mesh.ARRAY_WEIGHTS]
var idx: PackedInt32Array = arr[Mesh.ARRAY_INDEX]
# Honour a per-instance override (whole mesh) or per-surface override the scene set,
# falling back to the material baked into the mesh surface.
var mat: Material = mi.material_override
if mat == null:
mat = mi.get_surface_override_material(s)
if mat == null:
mat = mesh.surface_get_material(s)
var infl := 8 if (mesh.surface_get_format(s) & Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS) else 4
var tri := PackedInt32Array()
if idx != null and idx.size() > 0:
tri = idx
else:
tri.resize(verts.size())
for i: int in verts.size():
tri[i] = i
for t: int in range(0, tri.size(), 3):
var a := tri[t]
var b := tri[t + 1]
var c := tri[t + 2]
var bind := _dominant_bind([a, b, c], bones, weights, infl)
var bone := bind_bone[bind]
var pose := bind_pose[bind]
var key := "%d:%d" % [bone, s]
var group: Dictionary = groups.get(key, {})
if group.is_empty():
var new_st := SurfaceTool.new()
new_st.begin(Mesh.PRIMITIVE_TRIANGLES)
group = {"st": new_st, "mat": mat, "bone": bone}
groups[key] = group
var st: SurfaceTool = group["st"]
for v: int in [a, b, c]:
if cols.size() > v:
st.set_color(cols[v])
if uvs.size() > v:
st.set_uv(uvs[v])
if norms.size() > v:
st.set_normal((pose.basis * norms[v]).normalized())
st.add_vertex(pose * verts[v])
if groups.is_empty():
return false
# Combine all of a bone's surface-groups into ONE mesh under ONE BoneAttachment (each group
# stays its own surface + material). Same draw calls as before, but roughly half the nodes to
# transform/cull every frame — which is what a phone feels while ragdolls drive the skeleton.
var by_bone: Dictionary = {} # bone:int -> Array[Dictionary]
for key: String in groups:
var group: Dictionary = groups[key]
var bone: int = group["bone"]
if not by_bone.has(bone):
by_bone[bone] = []
(by_bone[bone] as Array).append(group)
for bone: int in by_bone:
var att := BoneAttachment3D.new()
att.bone_name = skel.get_bone_name(bone)
skel.add_child(att)
var piece := MeshInstance3D.new()
var combined := ArrayMesh.new()
for group: Dictionary in by_bone[bone]:
var st: SurfaceTool = group["st"]
st.commit(combined)
if group["mat"] != null:
combined.surface_set_material(combined.get_surface_count() - 1, group["mat"])
piece.mesh = combined
att.add_child(piece)
# Hide (don't free) the original: keeps the node for any gameplay code that references
# it, and a hidden skinned mesh isn't drawn so it never hits the transform-feedback path.
mi.visible = false
return true
static func _dominant_bind(vs: Array, bones: PackedInt32Array, weights: PackedFloat32Array, infl: int) -> int:
var acc: Dictionary = {}
for v: int in vs:
for k: int in infl:
var w := weights[v * infl + k]
if w <= 0.0:
continue
var bind := bones[v * infl + k]
acc[bind] = float(acc.get(bind, 0.0)) + w
var best := 0
var best_w := -1.0
for bind: int in acc:
if acc[bind] > best_w:
best_w = acc[bind]
best = bind
return best
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