Consolidate raw art under art/ and prune unused assets
Group all raw art by role under art/ (characters, levels, weapons, fx, anim, textures, ui, icons, fonts, hdri, materials), matching the earlier code reorg. Files are snake_case; asset uids are preserved so uid:// refs still resolve, and every res:// path reference is rewritten across scenes, scripts and project.godot. - Move the used assets out of Assets/ Animations/ fonts/ HUD/ HDRI/ Materials/ into art/; remove those dirs. - Materials snake_cased: barrel_metal, barrel_wood, bear_claw_fx, fire. - Delete unreferenced assets: alternate models, empty stub scripts, superseded BEAR_*.tres, marketing/spare PNGs, a spare font weight and the orphan M_Barrel_wood.gdshader. - Blender: drop .blend auto-backups and matador_v01/v02 (+ stale v02 fbx); keep matador_v03 and repoint create_matador_anims.py to it. .gitignore now blocks all Blender/*.blend[0-9] backups. - GLB Extract-Textures siblings (art/levels/*.png) kept and tracked. - Document the art/ layout in CLAUDE.md. Headless suite green; menu and gameplay shell boot clean. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01FBbGXbzg3SD6ZBSadPPF5H
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@@ -27,7 +27,11 @@ ui/ hud, mobile_hud, main_menu, ui_theme/fonts, over
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props/ barrels, torch
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levels/ game_shell.tscn + level modules
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tools/ tests/ editor/bake scripts, headless tests
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Assets/ Animations/ fonts/ HUD/ raw art (not yet consolidated under art/)
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art/ all raw art, grouped by role (snake_case):
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characters/ levels/ weapons/ bull/matador/bear, arena/lobby geometry, spear/sword
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fx/ anim/ textures/ bear_fx, crowd_clap, baked sheets
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ui/ icons/ fonts/ menu art, ability icons, Cinzel fonts
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Blender/ Siim's .blend working files (Godot-ignored)
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```
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| Path | Purpose |
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@@ -58,7 +62,7 @@ Assets/ Animations/ fonts/ HUD/ raw art (not yet consolidated under art/)
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| `ui/web_start_gate.gd` | Autoload `WebStartGate` — "TAP TO PLAY" panel shown on web+touch before play; the tap drives `Controls.request_fullscreen_landscape()` so the fullscreen/orientation churn happens with no in-flight touch to lose. Re-armable: polls browser fullscreen state and returns if the player leaves it (iPhone Safari can't fullscreen, so it stops nagging once a request never takes) |
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| `ui/mobile_hud.gd` | Mobile-only health readouts (`CanvasLayer`, instanced by `ui/hud.gd` only on touch): big bull pip row top-left + a Souls-style bear boss bar top-centre (discovered via group `&"bear"`, tracks `health_changed`). The desktop bottom pip cluster is hidden on touch |
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| `ui/orientation_guard.gd` | Autoload `OrientationGuard` — full-screen "rotate your device" prompt shown on touch devices while portrait |
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| `Assets/` | Raw 3D assets (`.glb`, `.fbx`) |
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| `art/` | All raw art, grouped by role (`characters/ levels/ weapons/ fx/ anim/ textures/ ui/ icons/ fonts/`). GLBs use **Extract Textures** import, so their embedded textures land beside them (e.g. `art/levels/arena_*.png`) named from the GLB — expected, keep them tracked |
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| `Blender/` | Blender source files, animation scripts, FBX exports |
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| `Blender/create_matador_anims.py` | Creates walk + idle animations and exports FBX |
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| `Blender/render_anim_preview.py` | Renders animation preview PNGs for visual verification |
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