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 - Delete unreferenced assets: alternate models, empty stub scripts, superseded BEAR_*.tres, marketing/spare PNGs, a spare font weight and the orphan M_Barrel_wood.gdshader.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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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://ys0s83ja56wq"
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path.s3tc="res://.godot/imported/lobby_rock_B.png-37b0a005360cf97293be6283cf071710.s3tc.ctex"
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path.etc2="res://.godot/imported/lobby_rock_B.png-37b0a005360cf97293be6283cf071710.etc2.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc", "etc2_astc"],
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"vram_texture": true
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}
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generator_parameters={
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"md5": "16ea5e4b01e9b3952b950ff65535e5d5"
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}
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[deps]
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source_file="res://art/levels/lobby_rock_B.png"
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dest_files=["res://.godot/imported/lobby_rock_B.png-37b0a005360cf97293be6283cf071710.s3tc.ctex", "res://.godot/imported/lobby_rock_B.png-37b0a005360cf97293be6283cf071710.etc2.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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