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  superseded BEAR_*.tres, marketing/spare PNGs, a spare font weight and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
+5 -5
View File
@@ -14,10 +14,10 @@ const _ABILITY_ACCENT: Array[Color] = [
]
const _ABILITY_ICONS: Array[String] = [
"res://HUD/KICK.png",
"res://HUD/DASH.png",
"res://HUD/SLAM.png",
"res://HUD/ROLL.png",
"res://art/icons/kick.png",
"res://art/icons/dash.png",
"res://art/icons/slam.png",
"res://art/icons/roll.png",
]
const _ABILITY_ACTIONS: Array[StringName] = [
&"ability_kick", &"ability_dash", &"ability_slam", &"ability_roll",
@@ -57,7 +57,7 @@ var _vignette_mat: ShaderMaterial
# Bull-head backdrop for the gameplay HUD. The image is a wide horned silhouette; its
# solid "face" occupies the centred middle band, with horns flaring above. We size the
# image so that face band wraps the ability+HP cluster (horns crowning it above).
const _BULL_BG := "res://Assets/bull_hud_bg.png"
const _BULL_BG := "res://art/ui/bull_hud_bg.png"
const _BULL_FACE_W: float = 0.529 # face width as a fraction of image width
const _BULL_ASPECT: float = 0.2741 # image height / width (267 / 974)
const _BULL_FACE_PAD: float = 1.15 # breathing room around the cluster within the face