7bc241bbe6
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 - Delete unreferenced assets: alternate models, empty stub scripts, superseded BEAR_*.tres, marketing/spare PNGs, a spare font weight and the orphan M_Barrel_wood.gdshader.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
16 lines
541 B
Plaintext
16 lines
541 B
Plaintext
[gd_scene format=3 uid="uid://c8spearwrap01"]
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[ext_resource type="PackedScene" uid="uid://jepc74w8opbu" path="res://art/weapons/spear.glb" id="1_spearglb"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_shaft"]
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radius = 0.13
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height = 2.2
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[node name="Spear" type="Node3D"]
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[node name="spear" parent="." instance=ExtResource("1_spearglb")]
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[node name="HitShape" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 0, 0.79)
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shape = SubResource("CapsuleShape3D_shaft")
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