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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 - Delete unreferenced assets: alternate models, empty stub scripts, superseded BEAR_*.tres, marketing/spare PNGs, a spare font weight and the orphan M_Barrel_wood.gdshader.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
26 lines
529 B
Plaintext
26 lines
529 B
Plaintext
# Godot 4+ specific ignores
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.godot/
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/android/
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# Godot editor autosave scratch files (e.g. Bear.tscn12015901897.tmp)
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*.tmp
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# JetBrains IDE — contains absolute paths (Godot binary, SDK dirs), varies per user
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.idea/
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# Blender render previews (generated by render_anim_preview.py)
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Blender/preview/
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# Blender auto-save backups (.blend1, .blend2, … — Blender rewrites these on every save)
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Blender/*.blend[0-9]
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# Test output (generated screenshots, frame strips)
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tests/output/
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# Web export output
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build/
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#PRISM
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BullPrism/
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