Add blood decals, gore, mobile HUD, web start gate + touch/perf tests
Remove tools/fstest.html scratch page used to probe browser fullscreen/orientation APIs. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EznnY8rH2dXhtono1kwsXg
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@@ -306,6 +306,18 @@ func _register_all() -> void:
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# it), so it can't be perma-stunlocked — it gets a window to commit an attack that then
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# rides its hyper-armour. 0 = no poise (stun-locks under sustained fire).
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_reg_f("Bear", "bear_stagger_cd", 1.0, 0.0, 4.0, 0.05)
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# ── Blood ─────────────────────────────────────────────────────────────────
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# Persistent floor/wall splats (blood_decals.gd), fired via the Gore autoload and
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# gated by the player's Settings.gore. blood_cap is the ring-buffer size: past it,
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# new splats overwrite the oldest so fill/memory stay bounded. blood_scale is a
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# global size multiplier over each hit's own size; satellites are extra droplets
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# scattered per floor cluster; the wall fan casts blood_wall_rays outward and stains
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# any wall within blood_wall_reach metres of the hit.
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_reg_f("Blood", "blood_cap", 192.0, 0.0, 512.0, 16.0)
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_reg_f("Blood", "blood_scale", 1.0, 0.1, 4.0, 0.05)
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_reg_f("Blood", "blood_satellites", 3.0, 0.0, 8.0, 1.0)
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_reg_f("Blood", "blood_wall_reach", 2.5, 0.0, 6.0, 0.1)
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_reg_f("Blood", "blood_wall_rays", 8.0, 0.0, 16.0, 1.0)
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# ── Sword ─────────────────────────────────────────────────────────────────
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# Local seating of the sword in the right hand (drawn / fighting).
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# The blade model runs along its local +Z, but weapon_bone (like every rig bone)
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@@ -422,6 +434,14 @@ func _register_all() -> void:
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# On-screen readout of live touch state (event count, last position, active zone) so
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# touch problems can be diagnosed on the actual device, where no console is reachable.
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_reg_b("Touch", "touch_debug", false)
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# Rebuild skinned characters as rigid, bone-attached mesh pieces instead of GPU vertex
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# skinning. This was a workaround for older Mali/ANGLE web GPUs where Compatibility skinning
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# rendered characters invisible — but the Godot 4.7 web templates fixed that (confirmed
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# on-device), so native skinning is now the default everywhere: it renders the bear's dense
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# mesh without the rigid-seam holes AND drops the per-spawn SurfaceTool rebuild that was
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# spiking the arena on matador spawn. Kept as an opt-in fallback (DP toggle, or ?skin=1 in
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# the URL) in case a device is found where Compatibility skinning still fails.
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_reg_b("Render", "use_rigid_skin", false)
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func _reg_f(section: String, key: String, default: float,
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