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