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 - Delete unreferenced assets: alternate models, empty stub scripts, superseded BEAR_*.tres, marketing/spare PNGs, a spare font weight and the orphan M_Barrel_wood.gdshader.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