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superseded BEAR_*.tres, marketing/spare PNGs, a spare font weight and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
Show touch controls only on touch platforms and keyboard hints only on
desktop, via a shared Controls.use_touch_ui() gate (is_touchscreen_available
is unreliable with emulate_touch_from_mouse). Bumps version to 0.2.0.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>