Hitbox now builds a DamageEvent (cause + hit position + shaped knock-up) and
calls the bull's new receive_damage(), instead of two stringly Object.call()s.
receive_damage adapts over the existing pip/knock-up logic so behaviour is
identical -- the characterization test drives both the string and typed paths
and asserts the same outcomes. Wire fx/damage/harness tests into run_tests.sh
+ CLAUDE.md. All hitbox guard tests green (stab, bear hitbox, ram, charge).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
Asserts computed Control geometry instead of pixels: HUD/menu stay on-screen,
text fits its box, tap targets >=44px, and the options scroll can reach its
overflow -- across five resolutions plus a +40% pseudo-locale pass. Wired into
run_tests.sh and the CLAUDE.md test list. 16/16 pass headless.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
Strip only the floor/wall blood-splat decals added in 981ebf1, keeping the
older death-spray, spear-wound spurt, and "Blood & Gore" toggle:
- Delete blood_decals.gd + shader, the Gore autoload (gore.gd), and
tests/blood_decals_test.gd
- Drop the Gore autoload and the Blood DP section
- Remove all Gore.splat() call sites (matador.gd, bear.gd, player.gd);
the _blood_burst spray and _spawn_blood spurt stay
- game_shell no longer spawns a per-level decal pool
- Update level_switch test + run_tests.sh accordingly
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1