3 Commits

Author SHA1 Message Date
richard 78efca445a clean up yt link
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled
2026-09-07 00:56:05 +03:00
richard 5078502228 Move Blender sources under art/blender and snake_case them
Relocate the Blender working files into art/blender/ (Godot-ignored via
the .gdignore that travels with them) and lowercase the ANIM_* files to
snake_case: anim_bull, anim_bull2, anim_matador, anim_publik_mees. Drop
the stray matador2.gd.uid (no matador2.gd exists).

Repoint .gitignore (preview + blend-backup patterns), render_anim_preview.py
and CLAUDE.md at art/blender/, and update the anim-doc references from the
deleted matador_v02 to matador_v03.

No game impact: art/blender/ sits outside Godot's import graph (confirmed:
no .blend imported, preview stays gitignored, menu boots clean).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FBbGXbzg3SD6ZBSadPPF5H
2026-09-07 00:54:34 +03:00
richard 7bc241bbe6 Consolidate raw art under art/ and prune unused assets
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  superseded BEAR_*.tres, marketing/spare PNGs, a spare font weight and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
2026-09-07 00:46:34 +03:00
143 changed files with 158 additions and 18374 deletions
+3 -2
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@@ -9,9 +9,10 @@
.idea/
# Blender render previews (generated by render_anim_preview.py)
Blender/preview/
art/blender/preview/
Blender/*.blend1
# Blender auto-save backups (.blend1, .blend2, … — Blender rewrites these on every save)
art/blender/*.blend[0-9]
# Test output (generated screenshots, frame strips)
tests/output/
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-93
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@@ -1,93 +0,0 @@
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-8
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extends Node3D
func _ready() -> void:
add_to_group(&"public") # excluded from debug overlays — see publikum_controller.gd
var anim := get_node_or_null(^"AnimationPlayer") as AnimationPlayer
if anim:
anim.play(&"Juubeldab")
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uid://wj6tgh8nb0ka
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extends Node3D
func _ready() -> void:
$AnimationPlayer.play("ArmatureAction")
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@@ -1,12 +0,0 @@
extends Node3D
@onready var animation_player: AnimationPlayer = $AnimationPlayer
func _ready():
animation_player.play("Taunt")
animation_player.animation_finished.connect(_on_animation_finished)
func _on_animation_finished(anim_name):
if anim_name == "Taunt":
animation_player.play("Taunt")
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+14 -9
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@@ -27,7 +27,12 @@ ui/ hud, mobile_hud, main_menu, ui_theme/fonts, over
props/ barrels, torch
levels/ game_shell.tscn + level modules
tools/ tests/ editor/bake scripts, headless tests
Assets/ Animations/ fonts/ HUD/ raw art (not yet consolidated under art/)
art/ all raw art, grouped by role (snake_case):
characters/ levels/ weapons/ bull/matador/bear, arena/lobby geometry, spear/sword
fx/ anim/ textures/ bear_fx, crowd_clap, baked sheets
ui/ icons/ fonts/ menu art, ability icons, Cinzel fonts
hdri/ materials/ sky HDRIs, shared StandardMaterial3D resources
blender/ Siim's .blend working files (Godot-ignored)
```
| Path | Purpose |
@@ -58,11 +63,11 @@ Assets/ Animations/ fonts/ HUD/ raw art (not yet consolidated under art/)
| `ui/web_start_gate.gd` | Autoload `WebStartGate` — "TAP TO PLAY" panel shown on web+touch before play; the tap drives `Controls.request_fullscreen_landscape()` so the fullscreen/orientation churn happens with no in-flight touch to lose. Re-armable: polls browser fullscreen state and returns if the player leaves it (iPhone Safari can't fullscreen, so it stops nagging once a request never takes) |
| `ui/mobile_hud.gd` | Mobile-only health readouts (`CanvasLayer`, instanced by `ui/hud.gd` only on touch): big bull pip row top-left + a Souls-style bear boss bar top-centre (discovered via group `&"bear"`, tracks `health_changed`). The desktop bottom pip cluster is hidden on touch |
| `ui/orientation_guard.gd` | Autoload `OrientationGuard` — full-screen "rotate your device" prompt shown on touch devices while portrait |
| `Assets/` | Raw 3D assets (`.glb`, `.fbx`) |
| `Blender/` | Blender source files, animation scripts, FBX exports |
| `Blender/create_matador_anims.py` | Creates walk + idle animations and exports FBX |
| `Blender/render_anim_preview.py` | Renders animation preview PNGs for visual verification |
| `Blender/preview/` | Output directory for animation preview images |
| `art/` | All raw art, grouped by role (`characters/ levels/ weapons/ fx/ anim/ textures/ ui/ icons/ fonts/`). GLBs use **Extract Textures** import, so their embedded textures land beside them (e.g. `art/levels/arena_*.png`) named from the GLB — expected, keep them tracked |
| `art/blender/` | Blender source files, animation scripts, FBX exports (Godot-ignored via `.gdignore`) |
| `art/blender/create_matador_anims.py` | Creates walk + idle animations and exports FBX |
| `art/blender/render_anim_preview.py` | Renders animation preview PNGs for visual verification |
| `art/blender/preview/` | Output directory for animation preview images |
| `tests/` | Headless test scripts (screenshot capture, logic validation) |
| `addons/rider-plugin/` | JetBrains Rider IDE integration |
@@ -96,7 +101,7 @@ Assets/ Animations/ fonts/ HUD/ raw art (not yet consolidated under art/)
## Animation & bone conventions
### Blender rig (matador_v02)
### Blender rig (matador_v03)
- **Armature bones:** `matador` (root) → `COG` → `chest` → `head`, `collarbone_L/R` → `arm_L/R` → `forearm_L/R` → `hand_L/R`, `leg_L/R` → `shin_L/R` → `foot_L/R`
- **Rotation mode:** All animated bones use **XYZ Euler** (set in `create_matador_anims.py`)
- **Bone-local axes:** Swing (forward/back) is on **local X**. Arm lowering from T-pose is on **local Y** (positive = left arm down, negative = right arm down). Knee bend is **positive X** (shins only bend backward).
@@ -114,8 +119,8 @@ After FBX import, animations appear as `Armature|walk` and `Armature|idle` in An
### Verification workflow
1. Edit bones/animations in Blender (`create_matador_anims.py`)
2. Run render preview: `blender --background Blender/matador_v02.blend --python Blender/render_anim_preview.py`
3. Inspect PNGs in `Blender/preview/` — check bone orientations **before** exporting to Godot
2. Run render preview: `blender --background art/blender/matador_v03.blend --python art/blender/render_anim_preview.py`
3. Inspect PNGs in `art/blender/preview/` — check bone orientations **before** exporting to Godot
4. Export FBX (done automatically by `create_matador_anims.py`)
5. Re-import in Godot and test in-game
@@ -1,2 +0,0 @@
[InternetShortcut]
URL=https://www.youtube.com/watch?v=ZCb12AHKMfE
-14
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@@ -1,14 +0,0 @@
shader_type spatial;
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
// Called for every pixel the material is visible on.
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"""
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Run: blender --background matador_v02.blend --python create_matador_anims.py
Blender 5.1 script: create walk + idle animations for matador_v03.
Run: blender --background matador_v03.blend --python create_matador_anims.py
"""
import bpy, math, os
@@ -130,7 +130,7 @@ ti.name = 'idle'
si = ti.strips.new('idle', 0, idle)
# ── export FBX ─────────────────────────────────────────────────────────────────
fbx_path = os.path.join(os.path.dirname(bpy.data.filepath), 'matador_v02.fbx')
fbx_path = os.path.join(os.path.dirname(bpy.data.filepath), 'matador_v03.fbx')
bpy.ops.export_scene.fbx(
filepath=fbx_path,
use_selection=False,
@@ -1,8 +1,8 @@
"""
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Run: blender --background matador_v02.blend --python render_anim_preview.py
Run: blender --background matador_v03.blend --python render_anim_preview.py
Outputs to Blender/preview/ directory:
Outputs to art/blender/preview/ directory:
walk_frame_00.png .. walk_frame_09.png
idle_frame_00.png
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path.s3tc="res://.godot/imported/Arena_wood.png-b4ed20d66b4d375396b0be2f2f863d80.s3tc.ctex"
path.etc2="res://.godot/imported/Arena_wood.png-b4ed20d66b4d375396b0be2f2f863d80.etc2.ctex"
uid="uid://dryuo2ki5chup"
path.s3tc="res://.godot/imported/arena_wood.png-d9cdb61161159d26fad03930575509f8.s3tc.ctex"
path.etc2="res://.godot/imported/arena_wood.png-d9cdb61161159d26fad03930575509f8.etc2.ctex"
metadata={
"imported_formats": ["s3tc_bptc", "etc2_astc"],
"vram_texture": true
@@ -15,8 +15,8 @@ generator_parameters={
[deps]
source_file="res://Assets/Arena_wood.png"
dest_files=["res://.godot/imported/Arena_wood.png-b4ed20d66b4d375396b0be2f2f863d80.s3tc.ctex", "res://.godot/imported/Arena_wood.png-b4ed20d66b4d375396b0be2f2f863d80.etc2.ctex"]
source_file="res://art/levels/arena_wood.png"
dest_files=["res://.godot/imported/arena_wood.png-d9cdb61161159d26fad03930575509f8.s3tc.ctex", "res://.godot/imported/arena_wood.png-d9cdb61161159d26fad03930575509f8.etc2.ctex"]
[params]
@@ -4,12 +4,12 @@ importer="scene"
importer_version=1
type="PackedScene"
uid="uid://bm6rmt3xprhjs"
path="res://.godot/imported/bear_level_arena.glb-b6a9df3b338c8b0345fe2642d8b715eb.scn"
path="res://.godot/imported/bear_arena.glb-a77a1f382b9484329a86c918e0bd3248.scn"
[deps]
source_file="res://Assets/bear_level_arena.glb"
dest_files=["res://.godot/imported/bear_level_arena.glb-b6a9df3b338c8b0345fe2642d8b715eb.scn"]
source_file="res://art/levels/bear_arena.glb"
dest_files=["res://.godot/imported/bear_arena.glb-a77a1f382b9484329a86c918e0bd3248.scn"]
[params]

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