refactor: organise assets, tidy player.gd, unbreak fresh import
Assets grouped by role, within the constraint that FBX materials resolve
their textures by path relative to the FBX itself (verified by forcing a
reimport and reading back the albedo paths):
assets/level/ scene.fbx + Level1_v1.fbx + the platform maps they look
up as siblings
assets/logos/ the three attribution logos
assets/ chara_red.fbx, background.fbx — these reach up into
../sourceimages and so cannot move
sourcefiles/ scene.blend, behind a .gdignore
The .blend move is a bug fix, not tidying. Godot hands every importable
.blend to a headless Blender, and that call never returns on this project
— a fresh clone stalls on first import, and the machine still had orphaned
Blender processes from an earlier attempt. Nothing loads the .blend: the
level geometry is baked into level_1.tscn.
player.gd: spell out ct/bt/d/ix/a, type the physics step, group the
members, and point the blue skin at sourceimages/low_blue_mat_* — the same
files assets/Chara_blue/ was a byte-identical copy of.
Co-Authored-By: Claude Opus 5 <[email protected]>
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@@ -20,19 +20,19 @@ License: [CC BY 4.0 International](https://github.com/godotengine/godot/blob/mas
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## Tools
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#### Godot
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Author: [Juan Linietsky, Ariel Manzur, and contributors](https://godotengine.org/contact)
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Source: [godotengine.org](https://godotengine.org/)
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License: [MIT License](https://github.com/godotengine/godot/blob/master/LICENSE.txt)
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#### Godot Game Template
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Author: [Marek Belski and contributors](https://github.com/Maaack/Godot-Game-Template/graphs/contributors)
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Source: [github: Godot-Game-Template](https://github.com/Maaack/Godot-Game-Template)
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License: [MIT License](LICENSE.txt)
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#### Git
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Author: [Linus Torvalds](https://github.com/torvalds)
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Source: [git-scm.com](https://git-scm.com/downloads)
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License: [GNU General Public License version 2](https://opensource.org/licenses/GPL-2.0)
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