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 - Delete unreferenced assets: alternate models, empty stub scripts, superseded BEAR_*.tres, marketing/spare PNGs, a spare font weight and the orphan M_Barrel_wood.gdshader.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
33 lines
1.1 KiB
GDScript
33 lines
1.1 KiB
GDScript
extends Node3D
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## Minimal skinned-mesh probe for the web/mobile invisibility repro. Boots straight to a
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## single bull (Skeleton3D-skinned) framed by a camera + light, no menus, no autoload deps.
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## Set as main_scene, exported to web, and screenshotted in a browser to test whether the
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## skinned mesh draws under a given engine build.
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func _ready() -> void:
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var bull := (load("res://art/characters/bull.fbx") as PackedScene).instantiate() as Node3D
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bull.scale = Vector3(100.0, 100.0, 100.0)
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add_child(bull)
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var key := DirectionalLight3D.new()
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key.rotation_degrees = Vector3(-50.0, -40.0, 0.0)
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key.light_energy = 1.5
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add_child(key)
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var we := WorldEnvironment.new()
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var env := Environment.new()
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env.background_mode = Environment.BG_COLOR
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env.background_color = Color(0.15, 0.35, 0.65)
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env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
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env.ambient_light_color = Color(0.6, 0.6, 0.6)
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env.ambient_light_energy = 1.0
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we.environment = env
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add_child(we)
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var cam := Camera3D.new()
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cam.position = Vector3(0.0, 2.0, 6.0)
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cam.fov = 55.0
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add_child(cam)
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cam.look_at(Vector3(0.0, 1.2, 0.0), Vector3.UP)
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cam.current = true
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