Move bull ability FX into the authorable systems/fx/ library
The bull's kick/dash/slam/roll and movement particles were ~112 lines of hand-built CPUParticles3D in player.gd, bypassing the Fx system entirely (Fx.spawn had zero callers) — so Siim couldn't author them in the inspector. - Add six inspector-editable effect scenes (bull_slam/kick/dash one-shots + bull_hoof_dust/charge_trail/roll_sparks continuous); wire player.gd to Fx.spawn() / new Fx.attach(); register them + the gallery + smoke test. - Extract the coded, non-particle slam rings + kick flash into a new bull_impact_fx.gd component (bull_legs.gd pattern). - Drop 12 now-obsolete DP dust look-params (the .tscn owns the look now). - Trim god-file comment noise: rewrite an AI-placeholder barrel block to typed code, drop dead commented-out bounce/topple code, fix stale post-reorg file paths (Assets/… → art/…, PascalCase scene names → snake_case). - Document the Siim workflow in systems/fx/README.md; update CLAUDE.md. player.gd 1307 → 944 lines. Full suite green. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
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extends SceneTree
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## Bear attack-FX test. The four attack effects (crater, smash debris, left/right claw slash)
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## live in Assets/fx/Bear_FX.glb as meshes that rest at scale 0 at Siim's baked positions. The
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## live in art/fx/bear_fx.glb as meshes that rest at scale 0 at Siim's baked positions. The
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## GLB carries its own AnimationPlayer whose clips scale one mesh up at its strike frame and
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## back to 0 (self-hiding) while pinning the others at 0. bear.gd fires the matching clip on
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## each strike (see _play_fx). This asserts each clip pops its own mesh, self-hides by the end,
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