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0.5.0
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| ff75dacfb6 |
@@ -2,4 +2,4 @@ disable:
|
||||
- class-definitions-order
|
||||
- no-else-return
|
||||
max-line-length: 120
|
||||
max-file-lines: 1200
|
||||
max-file-lines: 3000
|
||||
|
||||
@@ -0,0 +1,139 @@
|
||||
name: CI
|
||||
|
||||
# Gitea Actions is GitHub-Actions-compatible: drop this in .gitea/workflows/, enable Actions on the
|
||||
# repo ([actions] ENABLED=true in app.ini, Gitea >= 1.19) and register an act_runner — it then runs
|
||||
# on every push / PR. Godot and gdtoolkit are installed with plain shell steps (not the chickensoft
|
||||
# setup-godot action), because a self-hosted runner usually can't reach the GitHub action registry
|
||||
# (unless DEFAULT_ACTIONS_URL is set to proxy github.com). Only actions/checkout and upload-artifact
|
||||
# remain as external actions — both ship with Gitea's default proxy; if yours is offline, mirror them
|
||||
# into your instance.
|
||||
#
|
||||
# It also runs once a day (schedule) as a safety net over main's tip. The `guard` job skips that daily
|
||||
# run when the commit already passed — so an idle main isn't re-tested, but a commit whose push-time
|
||||
# run was missed/skipped still gets verified. schedule needs Gitea >= 1.21; workflow_dispatch (the
|
||||
# manual "Run workflow" button) needs >= 1.23; from 1.23 the cron is evaluated in UTC.
|
||||
|
||||
on:
|
||||
push:
|
||||
pull_request:
|
||||
workflow_dispatch:
|
||||
schedule:
|
||||
- cron: "0 4 * * *" # 04:00 UTC daily
|
||||
|
||||
# statuses:write lets the test job stamp a `ci/headless` commit status the guard reads back.
|
||||
permissions:
|
||||
contents: read
|
||||
statuses: write
|
||||
|
||||
env:
|
||||
# The Godot build the team runs (godot --version -> 4.7.beta.custom_build.417cd33bf). Pin this to a
|
||||
# PUBLISHED build from https://github.com/godotengine/godot-builds/releases. If you run a custom
|
||||
# build with no public binary, host the linux headless zip where the runner can reach it and set
|
||||
# GODOT_URL to that (it overrides the constructed URL below).
|
||||
GODOT_VERSION: "4.7-beta1"
|
||||
GODOT_URL: ""
|
||||
|
||||
jobs:
|
||||
# On push/PR this passes straight through. On the daily schedule it asks the API whether main's tip
|
||||
# already carries a successful `ci/headless` status (stamped by an earlier run) and, if so, tells the
|
||||
# test job to skip — that's the "don't re-test a commit that already ran" rule.
|
||||
guard:
|
||||
name: Decide whether to run
|
||||
runs-on: ubuntu-latest
|
||||
outputs:
|
||||
run: ${{ steps.decide.outputs.run }}
|
||||
steps:
|
||||
- name: Check for an existing pass on this commit
|
||||
id: decide
|
||||
env:
|
||||
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
|
||||
run: |
|
||||
set -u
|
||||
if [ "${{ github.event_name }}" != "schedule" ]; then
|
||||
echo "event=${{ github.event_name }} -> run"
|
||||
echo "run=true" >> "$GITHUB_OUTPUT"
|
||||
exit 0
|
||||
fi
|
||||
api="${{ github.api_url }}"; [ -n "$api" ] || api="${{ github.server_url }}/api/v1"
|
||||
curl -sfL -H "Authorization: token ${GITEA_TOKEN}" \
|
||||
"$api/repos/${{ github.repository }}/commits/${{ github.sha }}/statuses?limit=100" \
|
||||
-o /tmp/statuses.json || echo '[]' > /tmp/statuses.json
|
||||
python3 - <<'PY'
|
||||
import json, os
|
||||
try:
|
||||
data = json.load(open("/tmp/statuses.json"))
|
||||
except Exception:
|
||||
data = []
|
||||
items = data.get("statuses", data) if isinstance(data, dict) else data
|
||||
done = any(
|
||||
s.get("context") == "ci/headless" and (s.get("state") or s.get("status")) == "success"
|
||||
for s in (items or [])
|
||||
)
|
||||
with open(os.environ["GITHUB_OUTPUT"], "a") as f:
|
||||
f.write("run=%s\n" % ("false" if done else "true"))
|
||||
print("commit already passed ci/headless -> skip" if done else "no prior pass -> run")
|
||||
PY
|
||||
|
||||
test:
|
||||
name: Lint & headless tests
|
||||
runs-on: ubuntu-latest # must match a label your act_runner registered with
|
||||
needs: guard
|
||||
if: ${{ needs.guard.outputs.run == 'true' }}
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Install Godot ${{ env.GODOT_VERSION }}
|
||||
run: |
|
||||
set -eux
|
||||
url="${GODOT_URL:-https://github.com/godotengine/godot-builds/releases/download/${GODOT_VERSION}/Godot_v${GODOT_VERSION}_linux.x86_64.zip}"
|
||||
curl -fL "$url" -o /tmp/godot.zip
|
||||
unzip -o /tmp/godot.zip -d /tmp/godot
|
||||
install -m 755 /tmp/godot/Godot_v*_linux.x86_64 /usr/local/bin/godot
|
||||
godot --version
|
||||
|
||||
- name: Install gdlint (gdtoolkit)
|
||||
# A venv sidesteps PEP-668 "externally managed" pip on recent runner images; putting its bin on
|
||||
# GITHUB_PATH lets run_tests.sh call bare `gdlint` in later steps.
|
||||
run: |
|
||||
set -eux
|
||||
python3 -m venv /tmp/venv
|
||||
/tmp/venv/bin/pip install "gdtoolkit==4.*"
|
||||
echo "/tmp/venv/bin" >> "$GITHUB_PATH"
|
||||
|
||||
# A cold .godot cache (CI always starts cold) needs two import passes: the first imports base
|
||||
# assets, the second resolves scenes that depend on them (the .fbx/.glb -> .scn imports). One pass
|
||||
# leaves those unresolved and the headless tests fail to load them. Warnings exit non-zero.
|
||||
- name: Import resources
|
||||
run: |
|
||||
godot --headless --import || true
|
||||
godot --headless --import || true
|
||||
|
||||
- name: gdlint
|
||||
run: gdlint actors systems ui props levels tests
|
||||
|
||||
- name: Headless tests
|
||||
env:
|
||||
GODOT: godot
|
||||
run: bash run_tests.sh --no-gameplay
|
||||
|
||||
# Stamp the commit so the daily guard recognizes it as already tested. Best-effort: a fork PR whose
|
||||
# token can't write statuses just skips this (the build still passes).
|
||||
- name: Mark commit as tested
|
||||
if: success()
|
||||
env:
|
||||
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
|
||||
run: |
|
||||
api="${{ github.api_url }}"; [ -n "$api" ] || api="${{ github.server_url }}/api/v1"
|
||||
curl -sfL -X POST -H "Authorization: token ${GITEA_TOKEN}" -H "Content-Type: application/json" \
|
||||
"$api/repos/${{ github.repository }}/statuses/${{ github.sha }}" \
|
||||
-d '{"context":"ci/headless","state":"success","description":"headless suite green"}' \
|
||||
>/dev/null || echo "could not post commit status (token lacks statuses:write?)"
|
||||
|
||||
- name: Upload test output on failure
|
||||
if: failure()
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: test-output
|
||||
path: tests/output/
|
||||
if-no-files-found: ignore
|
||||
@@ -2,13 +2,17 @@
|
||||
.godot/
|
||||
/android/
|
||||
|
||||
# Godot editor autosave scratch files (e.g. Bear.tscn12015901897.tmp)
|
||||
*.tmp
|
||||
|
||||
# JetBrains IDE — contains absolute paths (Godot binary, SDK dirs), varies per user
|
||||
.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/
|
||||
|
||||
|
Before Width: | Height: | Size: 12 MiB |
@@ -1,40 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://bu3eevt6f31vy"
|
||||
path="res://.godot/imported/intro_seq_0001.png-d13407f069897f5b8302350ea06caad2.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Animations/Intro_sequence/intro_seq_0001.png"
|
||||
dest_files=["res://.godot/imported/intro_seq_0001.png-d13407f069897f5b8302350ea06caad2.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
|
Before Width: | Height: | Size: 12 MiB |
@@ -1,40 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://cv0386ujbone6"
|
||||
path="res://.godot/imported/intro_seq_0002.png-7d720fee04fce498d05e156084b3ef90.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Animations/Intro_sequence/intro_seq_0002.png"
|
||||
dest_files=["res://.godot/imported/intro_seq_0002.png-7d720fee04fce498d05e156084b3ef90.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
|
Before Width: | Height: | Size: 12 MiB |
@@ -1,40 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://bpagtmd32idd0"
|
||||
path="res://.godot/imported/intro_seq_0003.png-ae551e25a09b19cb262685550214d751.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Animations/Intro_sequence/intro_seq_0003.png"
|
||||
dest_files=["res://.godot/imported/intro_seq_0003.png-ae551e25a09b19cb262685550214d751.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
|
Before Width: | Height: | Size: 12 MiB |
@@ -1,40 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://b6rdw1pvnq4cj"
|
||||
path="res://.godot/imported/intro_seq_0004.png-9977a1ecdd9ddac47ca83665f2c41e57.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Animations/Intro_sequence/intro_seq_0004.png"
|
||||
dest_files=["res://.godot/imported/intro_seq_0004.png-9977a1ecdd9ddac47ca83665f2c41e57.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
|
Before Width: | Height: | Size: 12 MiB |
@@ -1,40 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://bwhtngfrq8ao7"
|
||||
path="res://.godot/imported/intro_seq_0005.png-492c659aed88c33763898b51cdecde09.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Animations/Intro_sequence/intro_seq_0005.png"
|
||||
dest_files=["res://.godot/imported/intro_seq_0005.png-492c659aed88c33763898b51cdecde09.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
|
Before Width: | Height: | Size: 12 MiB |
@@ -1,40 +0,0 @@
|
||||
[remap]
|
||||
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|
||||
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|
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|
||||
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|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Animations/Intro_sequence/intro_seq_0029.png"
|
||||
dest_files=["res://.godot/imported/intro_seq_0029.png-deaafc16edf139dfe84ed9c86c1fc7ef.ctex"]
|
||||
|
||||
[params]
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|
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
|
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mipmaps/limit=-1
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|
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roughness/src_normal=""
|
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
|
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process/premult_alpha=false
|
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process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
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process/size_limit=0
|
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detect_3d/compress_to=1
|
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|
Before Width: | Height: | Size: 12 MiB |
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[remap]
|
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|
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importer="texture"
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metadata={
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|
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|
||||
[deps]
|
||||
|
||||
source_file="res://Animations/Intro_sequence/intro_seq_0030.png"
|
||||
dest_files=["res://.godot/imported/intro_seq_0030.png-5860e05ac89ecb6e2036d6a84ee44e4e.ctex"]
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[params]
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compress/channel_pack=0
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mipmaps/generate=false
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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[deps]
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|
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|
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dest_files=["res://.godot/imported/intro_seq_0031.png-927f6fff06201f79eaf5ced54934d825.ctex"]
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[params]
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
|
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
|
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
|
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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|
Before Width: | Height: | Size: 12 MiB |
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[remap]
|
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metadata={
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"vram_texture": false
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}
|
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|
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[deps]
|
||||
|
||||
source_file="res://Animations/Intro_sequence/intro_seq_0032.png"
|
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dest_files=["res://.godot/imported/intro_seq_0032.png-fb16b2b570af97548a9a76fe074d0679.ctex"]
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|
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[params]
|
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|
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compress/mode=0
|
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compress/high_quality=false
|
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compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
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compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
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roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
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process/hdr_as_srgb=false
|
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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|
Before Width: | Height: | Size: 12 MiB |
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[remap]
|
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://b1k4bojvgeksu"
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path="res://.godot/imported/intro_seq_0033.png-46cbba009bcd114946dc61b4952e390f.ctex"
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metadata={
|
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"vram_texture": false
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}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Animations/Intro_sequence/intro_seq_0033.png"
|
||||
dest_files=["res://.godot/imported/intro_seq_0033.png-46cbba009bcd114946dc61b4952e390f.ctex"]
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|
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[params]
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|
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compress/mode=0
|
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compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
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compress/hdr_compression=1
|
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compress/normal_map=0
|
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compress/channel_pack=0
|
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mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
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roughness/mode=0
|
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roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
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detect_3d/compress_to=1
|
||||
|
Before Width: | Height: | Size: 12 MiB |
@@ -1,40 +0,0 @@
|
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[remap]
|
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|
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importer="texture"
|
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type="CompressedTexture2D"
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uid="uid://7cyyof1476yl"
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path="res://.godot/imported/intro_seq_0034.png-e9bc2dbf0d75b6ff302c4cc0bfef8e97.ctex"
|
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metadata={
|
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"vram_texture": false
|
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}
|
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|
||||
[deps]
|
||||
|
||||
source_file="res://Animations/Intro_sequence/intro_seq_0034.png"
|
||||
dest_files=["res://.godot/imported/intro_seq_0034.png-e9bc2dbf0d75b6ff302c4cc0bfef8e97.ctex"]
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|
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[params]
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|
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compress/mode=0
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compress/high_quality=false
|
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compress/lossy_quality=0.7
|
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compress/uastc_level=0
|
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compress/rdo_quality_loss=0.0
|
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compress/hdr_compression=1
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compress/normal_map=0
|
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compress/channel_pack=0
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mipmaps/generate=false
|
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mipmaps/limit=-1
|
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roughness/mode=0
|
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roughness/src_normal=""
|
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process/channel_remap/red=0
|
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process/channel_remap/green=1
|
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process/channel_remap/blue=2
|
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
|
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process/size_limit=0
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detect_3d/compress_to=1
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||||
@@ -1,7 +0,0 @@
|
||||
extends Node3D
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var anim := get_node_or_null(^"AnimationPlayer") as AnimationPlayer
|
||||
if anim:
|
||||
anim.play(&"Juubeldab")
|
||||
@@ -1 +0,0 @@
|
||||
uid://wj6tgh8nb0ka
|
||||
@@ -1,5 +0,0 @@
|
||||
extends Node3D
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
$AnimationPlayer.play("ArmatureAction")
|
||||
@@ -1 +0,0 @@
|
||||
uid://gt3kfchac3m3
|
||||
@@ -1,5 +0,0 @@
|
||||
extends Node3D
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
$AnimationPlayer.play("Taunt")
|
||||
@@ -1 +0,0 @@
|
||||
uid://bn3xwnlktwdlf
|
||||
@@ -1,38 +0,0 @@
|
||||
[gd_scene format=3 uid="uid://bl6jlbq1dpkc"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://eu2lqjhowj4t" path="res://Assets/Matador.glb" id="1_m7x6l"]
|
||||
[ext_resource type="Script" uid="uid://dpoq87w5pvqa" path="res://matador_2.gd" id="2_mftd2"]
|
||||
|
||||
[node name="matador2" unique_id=1179710042 instance=ExtResource("1_m7x6l")]
|
||||
script = ExtResource("2_mftd2")
|
||||
|
||||
[node name="Skeleton3D" parent="Armature" parent_id_path=PackedInt32Array(1269629432) index="0" unique_id=978366810]
|
||||
bones/0/position = Vector3(0.056660548, 0.6424767, -0.0167365)
|
||||
bones/0/rotation = Quaternion(0.080643006, 0, 0, 0.996743)
|
||||
bones/1/rotation = Quaternion(0.083861314, 0, 0, 0.9964774)
|
||||
bones/3/rotation = Quaternion(0.04833339, 0.5302496, -0.71466804, 0.4535955)
|
||||
bones/4/rotation = Quaternion(0.031473875, -0.17018215, -0.15981929, 0.97185665)
|
||||
bones/5/rotation = Quaternion(0.6747468, -0.021427644, -0.06245957, 0.7350895)
|
||||
bones/6/rotation = Quaternion(3.1828083e-08, -9.5969504e-08, -0.0587008, 0.99827564)
|
||||
bones/7/rotation = Quaternion(0.1907551, 0.20328633, 0.7258648, 0.6288143)
|
||||
bones/8/rotation = Quaternion(0.16639966, -0.05474137, 0.010937729, 0.984477)
|
||||
bones/9/rotation = Quaternion(0.5914298, 0.005839911, -0.041949864, 0.8052435)
|
||||
bones/10/rotation = Quaternion(2.3105285e-08, 1.0152064e-07, 0.05870079, 0.99827564)
|
||||
bones/11/rotation = Quaternion(0.39202613, 0.47060952, 0.5799399, 0.53713316)
|
||||
bones/12/rotation = Quaternion(0.62021786, 0.40894383, 0.44191495, 0.5027981)
|
||||
bones/13/rotation = Quaternion(-0.11584477, 0.0021730124, 0.6343679, 0.7642989)
|
||||
bones/14/rotation = Quaternion(0.1454883, 0.14013468, -0.7254941, 0.65791625)
|
||||
bones/15/rotation = Quaternion(0.71668345, 0.065085255, -0.6923973, -0.05210323)
|
||||
bones/16/rotation = Quaternion(-0.10161893, -0.0019664483, -0.65947086, 0.7448275)
|
||||
bones/17/rotation = Quaternion(0.06964938, -0.042099692, 0.74388325, 0.6633358)
|
||||
bones/18/rotation = Quaternion(0.5305965, -0.28927496, 0.76720744, -0.21489602)
|
||||
bones/19/position = Vector3(0.16341288, 0.31487355, 0.3966543)
|
||||
bones/20/position = Vector3(0.22012731, 0.38421977, 0.95168185)
|
||||
bones/21/position = Vector3(-0.09492579, 0.40446192, -0.46390092)
|
||||
bones/21/rotation = Quaternion(0.7216726, 0.064735115, -0.6891729, 0.0062273443)
|
||||
bones/22/position = Vector3(-0.22012731, 0.38421977, 0.95168185)
|
||||
bones/23/position = Vector3(-0.0382514, 1.7423625, 0.0026792884)
|
||||
bones/23/rotation = Quaternion(0.8626007, 0.0068245474, -0.099159576, -0.49602506)
|
||||
bones/23/scale = Vector3(0.6647317, 1.001677, 1.0066445)
|
||||
bones/24/rotation = Quaternion(-0.007878712, 8.3020435e-09, -0.0023950166, 0.9999661)
|
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bones/25/rotation = Quaternion(5.5870206e-09, 5.5879354e-09, -2.0518176e-09, 1)
|
||||
@@ -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")
|
||||
@@ -1 +0,0 @@
|
||||
uid://dycnoiadljbb1
|
||||
|
Before Width: | Height: | Size: 296 KiB |
@@ -1 +0,0 @@
|
||||
uid://ymaeifakqovf
|
||||
@@ -10,21 +10,64 @@ I am a **Godot 4.6+ expert**. I follow current best practices for GDScript, scen
|
||||
|
||||
## Project structure
|
||||
|
||||
Files are grouped by **role**, not by type. Scripts and scenes are `snake_case`;
|
||||
`PascalCase` is reserved for `class_name` identifiers (this avoids case-insensitive
|
||||
filesystem aliasing on the web/macOS targets).
|
||||
|
||||
```
|
||||
actors/{player,matador,bear}/ the three characters (script + scene together)
|
||||
systems/combat/ hitbox.gd, damage_event.gd, physics_layers.gd
|
||||
systems/fx/ Fx autoload + effect scenes (Siim's authoring dir)
|
||||
systems/input/ controls_manager.gd, touch_controls.gd
|
||||
systems/debug/ debug_params.gd (DP), debug_draw.gd, console.gd
|
||||
systems/render/ rigid_skin.gd, ps1_filter (post-process)
|
||||
systems/crowd/ billboard audience
|
||||
systems/config/ settings.gd (Settings autoload)
|
||||
ui/ hud, mobile_hud, main_menu, ui_theme/fonts, overlays
|
||||
props/ barrels, torch
|
||||
levels/ game_shell.tscn + level modules
|
||||
tools/ tests/ editor/bake scripts, headless tests
|
||||
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 |
|
||||
|---|---|
|
||||
| `scene.tscn` | Main scene (arena + player) |
|
||||
| `Player.tscn` | Player scene root (`CharacterBody3D`) |
|
||||
| `player.gd` | Movement, charge, turning logic |
|
||||
| `levels/game_shell.tscn` | The reusable **shell** loaded for every level: player, camera, HUD, PS1 filter, and an empty `LevelRoot`. Its `game_shell.gd` instances the active level's module into `LevelRoot` at runtime |
|
||||
| `levels/` | The level system: per-level module scenes plus the code that defines, loads and sequences them (see rows below) |
|
||||
| `levels/game_shell.gd` | Shell controller — on load, frees any current level module and instances `Run.active_level().level_scene` into `LevelRoot`. Swapping the whole subtree (never hiding it) is what keeps one level's meshes/colliders/spawners from leaking into the next |
|
||||
| `levels/arena_level.tscn` | The arena **level module**: floor + wall colliders, arena meshes, `MatadorSpawner` (with child `Node3D` spawn points placed by the designer), lighting, audience (`PublikNode`). Instanced into the shell's `LevelRoot` |
|
||||
| `levels/bear_level.tscn` | The Bear's Den **level module**: bear-arena mesh, its own floor collider, lighting, and a `BearSpawner` (`bear_spawn.gd`) that places the bear at center. Instanced into the shell's `LevelRoot` |
|
||||
| `actors/player/player.tscn` | Player scene root (`CharacterBody3D`) |
|
||||
| `actors/player/player.gd` | Movement, charge, turning, and abilities (kick/dash/slam/roll). Ability & movement particle FX are **not** built here — they're authored scenes in `systems/fx/` (`bull_*.tscn`), fired via `Fx.spawn()` (one-shots) / `Fx.attach()` (continuous) |
|
||||
| `actors/player/bull_impact_fx.gd` | Bull's coded, non-particle impact FX (the slam shockwave rings + kick flash-pop — tweened meshes, not CPUParticles3D, so they can't be `systems/fx/` scenes). Created by `player.gd` |
|
||||
| `actors/player/bull_legs.gd` | Bull body-wobble + tail Verlet-chain simulation. Created by `player.gd` |
|
||||
| `camera_spring_arm.gd` | Mouse-look pivot (`Node3D` + `SpringArm3D`) |
|
||||
| `camera_follow.gd` | Smooth camera follow (`Camera3D`) |
|
||||
| `matador.gd` | Matador AI (wander / ragdoll state machine) |
|
||||
| `matador_spawn.gd` | Spawns N matadors at random arena positions |
|
||||
| `debug_params.gd` | Runtime-tunable parameter registry (autoload `DP`) |
|
||||
| `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 |
|
||||
| `actors/matador/matador.gd` | Matador AI (wander / ragdoll state machine) |
|
||||
| `levels/matador_spawn.gd` | Arena spawner — one matador per designer-placed child `Node3D` spawn point (each enters with a jump-roll toward center); falls back to a programmatic spread if no spawn points are present. Also handles the split-on-death hydra logic |
|
||||
| `levels/bear_spawn.gd` | Bear-level spawner — instantiates `enemy_scene` at the arena center; emits the same `all_defeated` / `matador_killed` signals as `matador_spawn.gd` |
|
||||
| `actors/bear/bear.tscn` / `actors/bear/bear.gd` | Dark-Souls-style bear boss (`CharacterBody3D`). Routine state machine (wind-up → active → recovery) picking telegraphed moves by range band: Double Swipe / Overhead Smash (close), Leap Slam (mid-far), plus Stalk (2-leg walk-in) / Prowl (4-leg lope) positioning. Melee steps in during the swing (`bear_lunge_speed`) + tracks the bull; the leap is frame-synced to JUMP_SMASH so the paws hit ground on the impact frame (`bear_leap_impact_frame`); slams kick up dust + shake. Combos chain, hyper-armour mid-swing + poise (`bear_stagger_cd`), phase 2 enrage under `bear_enrage_frac` HP. Never damages the bull by colliding — only swings/slams. A horns-first bull charge wounds it (`_sweep_bull_ram`: swept prev→now so a tunnelling/point-blank charge still lands, gated by `bear_ram_reach` + `bull_gore_arc`, edge-triggered = one charge per wound). Joins `&"matador"` so bull abilities already hit it. Tuning under the `Bear` DP section |
|
||||
| `actors/bear/bear_attack_hitboxes.tscn` | The bear's attack colliders as a self-contained sub-scene (instanced under `bear_model`): a `LeapSlamHitbox` (Hitbox + cylinder = ground circle) and `SmashHitbox` (Hitbox + box = forward shockwave lane), plus an `AnimationPlayer` whose `leap_slam` / `smash_travel` clips author each collider's size + travel — scrub to tweak, like `Bear_FX`. `actors/bear/bear.gd` only fires the clip, arms the knock-up shaping, and sweeps for overlaps while it runs (see `_setup_attack_hitboxes` / `_start_attack_hitbox`) |
|
||||
| `actors/matador/sword.tscn` / `systems/combat/hitbox.gd` | The matador's sword wrapper (glb + editor-tweakable `BladeHitbox`). `systems/combat/hitbox.gd` (`class_name Hitbox`, Area3D) is the shared attack collider: `activate()`/`deactivate()` gate an active window, `sweep()` catches bodies already inside (AoE), and knock-up can ramp by distance (`knock_up_min_dist`/`_max_dist`) for the bear's outer-ring launch / further-hit-flies-higher |
|
||||
| `levels/run_state.gd` | Run progression autoload (`Run`) — the lobby hub and which level is being fought, across scene reloads |
|
||||
| `levels/level_def.gd` | `LevelDef` resource — a level's name / `scene_path` (always the shell) / `level_scene` (the level module instanced into the shell) / optional `enemy_scene` (arena wave vs. a boss like the bear) |
|
||||
| `systems/crowd/crowd_marker.gd` | `CrowdMarker` (`@tool Node3D`, `class_name`) — designer drops one per billboard spectator via the editor's Add-Node dialog; picks one of six 60°-spaced facings from the `orientation` dropdown. Draws an editor-only preview (slab + forward arrow, never serialised) and joins the `&"crowd_marker"` group |
|
||||
| `systems/crowd/crowd_billboards.gd` / `systems/crowd/crowd_billboard.gdshader` | `MultiMeshInstance3D` that harvests every `CrowdMarker` (group `&"crowd_marker"`) into one draw call, using each marker's world position + chosen facing. Front/back sprite sheet baked by `tools/bake_crowd_sheet.gd`; falls back to a generated inward-facing ring when no markers are placed |
|
||||
| `systems/debug/debug_params.gd` | Runtime-tunable parameter registry (autoload `DP`). Mobile-relevant flags: `force_touch_controls`, `touch_debug` (also enabled on-device with `?debug=1` in the page URL — shows the live profiler overlay in `systems/input/touch_controls.gd`), and `use_rigid_skin` (default **off** — native GPU skinning everywhere now that the 4.7 web templates fixed the Mali/ANGLE invisible-skinning bug; `systems/render/rigid_skin.gd` is a retained opt-in fallback). Rigid-skin is gated through `Controls.rigid_skin_enabled()`, which a page URL param overrides for on-device A/B with no console: `?skin=1` forces the workaround on (for a device where native skinning still fails), `?noskin=1` forces native off. Turning the workaround off also removes its per-spawn SurfaceTool rebuild, which was the arena's matador-spawn lag |
|
||||
| `systems/input/touch_controls.gd` | On-screen thumb UI for touch/web (`CanvasLayer`, instanced by `ui/hud.gd`, self-gating on `Controls.use_touch_ui()`): a floating left-side joystick feeding the `move_*` actions + a right-side ability cluster, drawn/hit-tested in one IGNORE-filtered Control from raw `_input()`. The joystick self-heals — the latest left-zone touch re-acquires it (`_stick_index`), and a relayout / focus-out / vanished touch resets state so a dropped touchend can't strand a stuck stick. Ability buttons use grown hit-rects + a press flash. `_draw_debug()` (gated on `Controls.debug_overlay()` — DP `touch_debug` or `?debug=1`) is a live on-device profiler reading Godot's `Performance` monitors: FPS/frame-ms with a bottleneck verdict, `process`(main-thread GDScript) vs `physics`(ragdoll/Jolt) ms with 2 s peak-hold, draw calls/objects/primitives, node count, render resolution, and `crossOriginIsolated` — so a lag spike is pinned to CPU-script vs CPU-physics vs GPU-fill instead of guessed |
|
||||
| `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 |
|
||||
| `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 |
|
||||
|
||||
@@ -58,7 +101,7 @@ I am a **Godot 4.6+ expert**. I follow current best practices for GDScript, scen
|
||||
|
||||
## Animation & bone conventions
|
||||
|
||||
### Blender rig (matador_v02)
|
||||
### Blender rig (matador)
|
||||
- **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).
|
||||
@@ -76,8 +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.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
|
||||
|
||||
@@ -88,10 +131,26 @@ After FBX import, animations appear as `Armature|walk` and `Armature|idle` in An
|
||||
bash run_tests.sh
|
||||
|
||||
# Individual tests:
|
||||
gdlint *.gd tests/*.gd # GDScript lint (gdtoolkit, installed via uv)
|
||||
gdlint actors systems ui props levels tests # GDScript lint (gdtoolkit, installed via uv)
|
||||
godot --headless --script tests/logic_test.gd # pure logic, ~2 s
|
||||
godot --headless --script tests/harness_selftest.gd # shared test_helpers: seeded RNG + approx + tally, ~1 s
|
||||
godot --headless --script tests/damage_pipeline_test.gd # bull's hit reception (take_sword_hit + typed receive_damage/DamageEvent), ~3 s
|
||||
godot --headless --script tests/fx_gallery_test.gd # every registered Fx effect spawns + self-frees, ~2 s
|
||||
godot --headless --script tests/performance_test.gd # frame-budget regression guard, ~4 s
|
||||
godot --headless --script tests/ragdoll_perf_test.gd # on-hit spike breakdown: ragdoll build / sim-start / blood / mass hit, ~90 s
|
||||
godot --headless --script tests/gameplay_test.gd # full scene, bone sanity, ~4 s
|
||||
godot --headless --script tests/level_switch_test.gd # no arena geometry leaks into the bear level, ~2 s
|
||||
godot --headless --script tests/touch_controls_test.gd # joystick self-heals: relayout/focus-out/vanished-touch never strand a stuck stick, ~2 s
|
||||
godot --headless --script tests/ui_layout_test.gd # UI layout invariants (no pixels): HUD/menu stay on-screen, text fits, tap targets ≥44px, scroll works — across resolutions + pseudo-locale, ~6 s
|
||||
godot --headless --script tests/rigid_skin_test.gd # web mesh conversion keeps every material (no bald / recoloured matadors), ~2 s
|
||||
godot --headless --script tests/bear_boss_test.gd # bear boss moveset: routines, leap landing, hyper-armour, ~10 s
|
||||
godot --headless --script tests/bear_fx_test.gd # bear attack-FX: each Bear_FX clip pops its mesh + self-hides, ~2 s
|
||||
godot --headless --script tests/bear_hitbox_test.gd # bear attack colliders: leap launches everywhere (ring_frac slider) + smash lane travel, ~3 s
|
||||
godot --headless --script tests/bear_ram_test.gd # a horns-first bull charge wounds the bear once; away/wide/slow spared, ~3 s
|
||||
godot --headless --script tests/matador_stab_test.gd # matador's BladeHitbox thrust gores a stationary bull, and a landed stab breaks it off to taunt (anti-spam), ~2 s
|
||||
godot --headless --script tests/matador_taunt_react_test.gd # a taunting matador answers a charge: spear from range, sword up close, ignores non-charges, ~2 s
|
||||
godot --headless --script tests/matador_charge_test.gd # bull's charge is swept (tunnel-proof) so a fast dash still gores; a committed charge pierces the survival roll, ~2 s
|
||||
godot --headless --script tests/matador_spear_test.gd # thrown spear masks the BULL layer and hits a stationary bull, ~2 s
|
||||
|
||||
# Gameplay test with real rendering (inspect frame strip visually):
|
||||
godot --script tests/gameplay_test.gd # opens a window, saves real screenshots
|
||||
|
||||
|
Before Width: | Height: | Size: 11 KiB |
|
Before Width: | Height: | Size: 11 KiB |
|
Before Width: | Height: | Size: 11 KiB |
@@ -1,40 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://dnv8w5h32ck7m"
|
||||
path="res://.godot/imported/HUD_0002_ability_DASH.png-011f272dda65c06c407720ec201ad92e.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://HUD/HUD_0002_ability_DASH.png"
|
||||
dest_files=["res://.godot/imported/HUD_0002_ability_DASH.png-011f272dda65c06c407720ec201ad92e.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||