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 - Delete unreferenced assets: alternate models, empty stub scripts, superseded BEAR_*.tres, marketing/spare PNGs, a spare font weight and the orphan M_Barrel_wood.gdshader.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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@@ -1,7 +1,7 @@
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[gd_scene format=3 uid="uid://co4tgvdpdte4v"]
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[ext_resource type="PackedScene" uid="uid://dio67r8ambe7h" path="res://Assets/arena_placeholder_v01.glb" id="2_nxogm"]
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[ext_resource type="PackedScene" uid="uid://cl54dt38yj2x" path="res://Assets/Arena.glb" id="3_fy5k1"]
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[ext_resource type="PackedScene" uid="uid://dio67r8ambe7h" path="res://art/levels/arena_placeholder.glb" id="2_nxogm"]
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[ext_resource type="PackedScene" uid="uid://cl54dt38yj2x" path="res://art/levels/arena.glb" id="3_fy5k1"]
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[ext_resource type="Script" uid="uid://dou5ar6tkmng1" path="res://levels/matador_spawn.gd" id="3_spawn"]
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[ext_resource type="Script" uid="uid://70j3ks1emhkd" path="res://systems/crowd/crowd_marker.gd" id="9_agtuu"]
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[ext_resource type="Script" uid="uid://cj0ytlkuavmf4" path="res://systems/crowd/crowd_billboards.gd" id="11_crowd"]
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@@ -1,6 +1,6 @@
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[gd_scene format=3 uid="uid://dfxigg3cr6nl5"]
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[ext_resource type="PackedScene" uid="uid://bm6rmt3xprhjs" path="res://Assets/bear_level_arena.glb" id="1_beararena"]
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[ext_resource type="PackedScene" uid="uid://bm6rmt3xprhjs" path="res://art/levels/bear_arena.glb" id="1_beararena"]
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[ext_resource type="Script" uid="uid://bbtlwihtlc1wp" path="res://levels/bear_spawn.gd" id="2_spawn"]
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[ext_resource type="PackedScene" uid="uid://o8ocjfprxa7u" path="res://actors/bear/bear.tscn" id="3_bear"]
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[ext_resource type="Script" uid="uid://dfk7dcvki7rqu" path="res://levels/bear_hud.gd" id="4_bearhud"]
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@@ -2,8 +2,8 @@
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[ext_resource type="PackedScene" uid="uid://bbfvwolhomilp" path="res://props/torch.tscn" id="1_w7uyf"]
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[ext_resource type="PackedScene" uid="uid://bd56iuttyiypv" path="res://props/barrel_simple.tscn" id="2_3o0md"]
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[ext_resource type="PackedScene" uid="uid://dctmlh4hnuux1" path="res://Assets/Lobby_underground.glb" id="2_w7uyf"]
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[ext_resource type="Script" uid="uid://cwbf7jfkr8j10" path="res://Assets/lobby_underground.gd" id="4_73452"]
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[ext_resource type="PackedScene" uid="uid://dctmlh4hnuux1" path="res://art/levels/lobby.glb" id="2_w7uyf"]
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[ext_resource type="Script" uid="uid://cwbf7jfkr8j10" path="res://levels/lobby_underground.gd" id="4_73452"]
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[ext_resource type="Script" uid="uid://dn77mjyxllgl6" path="res://levels/to_the_bear_level.gd" id="5_6j2sa"]
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[ext_resource type="Script" uid="uid://cgwliuslwfmbk" path="res://levels/to_the_arena_level.gd" id="6_jmi3x"]
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@@ -0,0 +1,15 @@
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extends Node3D
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## Lobby geometry — watches the run state and raises the bear-gate grid once the arena has
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## been cleared. The DP flag stays as a designer override for testing the animation.
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var bear_gate_open := false
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func _process(_delta: float) -> void:
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if bear_gate_open:
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return
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if Run.bear_gate_open() or DP.b("gate_unlocked_bear"):
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bear_gate_open = true
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$AnimationPlayer.play("Gate_opening")
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if DP.b("gamepad_vibration"):
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Input.start_joy_vibration(0, 0.5, .5, 7)
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@@ -0,0 +1 @@
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uid://cwbf7jfkr8j10
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