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 - Delete unreferenced assets: alternate models, empty stub scripts, superseded BEAR_*.tres, marketing/spare PNGs, a spare font weight and the orphan M_Barrel_wood.gdshader.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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@@ -1,6 +1,6 @@
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extends SceneTree
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## Bakes an animated-billboard sprite sheet from the existing clapping crowd figure
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## (Animations/mees_plaksutab.glb, clip "ArmatureAction") so a whole stand of
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## (art/anim/crowd_clap.glb, clip "ArmatureAction") so a whole stand of
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## spectators can render as camera-facing quads in one draw call instead of 72 skinned
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## skeletons. Renders FRAMES evenly-spaced poses from a front orthographic camera on a
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## transparent background and packs them into a single-row atlas.
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@@ -8,13 +8,13 @@ extends SceneTree
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## Needs a display — script mode renders to a real window (headless is blank):
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## godot --script tools/bake_crowd_sheet.gd
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##
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## Output: res://Assets/crowd_clap_sheet.png — FRAMES cells wide, TWO rows: the top row
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## Output: res://art/textures/crowd_clap_sheet.png — FRAMES cells wide, TWO rows: the top row
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## is the front view, the bottom row is the back view. The crowd shader picks the row
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## with FRONT_FACING so spectators show their backs when the camera is behind them.
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const SRC := "res://Animations/mees_plaksutab.glb"
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const SRC := "res://art/anim/crowd_clap.glb"
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const CLIP := &"ArmatureAction"
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const OUT := "res://Assets/crowd_clap_sheet.png"
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const OUT := "res://art/textures/crowd_clap_sheet.png"
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const FRAMES := 8
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const CELL_H := 192 # sprite cell height in px; width derived from the figure aspect
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const PAD := 1.12 # framing margin around the figure's bounds
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