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  superseded BEAR_*.tres, marketing/spare PNGs, a spare font weight and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
This commit is contained in:
2026-09-07 00:46:34 +03:00
parent 534b7f45ca
commit 7bc241bbe6
126 changed files with 147 additions and 18361 deletions
+4 -4
View File
@@ -1,6 +1,6 @@
extends SceneTree
## Bakes an animated-billboard sprite sheet from the existing clapping crowd figure
## (Animations/mees_plaksutab.glb, clip "ArmatureAction") so a whole stand of
## (art/anim/crowd_clap.glb, clip "ArmatureAction") so a whole stand of
## spectators can render as camera-facing quads in one draw call instead of 72 skinned
## skeletons. Renders FRAMES evenly-spaced poses from a front orthographic camera on a
## transparent background and packs them into a single-row atlas.
@@ -8,13 +8,13 @@ extends SceneTree
## Needs a display — script mode renders to a real window (headless is blank):
## godot --script tools/bake_crowd_sheet.gd
##
## Output: res://Assets/crowd_clap_sheet.png — FRAMES cells wide, TWO rows: the top row
## Output: res://art/textures/crowd_clap_sheet.png — FRAMES cells wide, TWO rows: the top row
## is the front view, the bottom row is the back view. The crowd shader picks the row
## with FRONT_FACING so spectators show their backs when the camera is behind them.
const SRC := "res://Animations/mees_plaksutab.glb"
const SRC := "res://art/anim/crowd_clap.glb"
const CLIP := &"ArmatureAction"
const OUT := "res://Assets/crowd_clap_sheet.png"
const OUT := "res://art/textures/crowd_clap_sheet.png"
const FRAMES := 8
const CELL_H := 192 # sprite cell height in px; width derived from the figure aspect
const PAD := 1.12 # framing margin around the figure's bounds