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]>
This commit is contained in:
ASOwnerYT
2026-07-28 13:29:42 +12:00
co-authored by Claude Opus 5
parent 756d404d7f
commit f5a17e2c22
42 changed files with 137 additions and 101 deletions
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# Source files
Editable art sources that the engine does not consume. `scene.blend` is the
Blender source for `assets/level/scene.fbx`; the level geometry the game
actually loads is baked into `scenes/game_scene/levels/level_1.tscn`.
The empty `.gdignore` here keeps Godot out of this directory. Left importable,
Godot hands every `.blend` to a headless Blender at import time, and that call
hangs indefinitely on this project — stalling the first import of a fresh
clone. Export to FBX in `assets/` instead of relying on `.blend` import.
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[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://valx6a5gep7b"
path="res://.godot/imported/scene.blend-b11bd894821666c7e7b8236eab67765e.scn"
[deps]
source_file="res://assets/level/scene.blend"
dest_files=["res://.godot/imported/scene.blend-b11bd894821666c7e7b8236eab67765e.scn"]
[params]
nodes/root_type=""
nodes/root_name=""
nodes/root_script=null
mesh_library/use_node_names_as_mesh_names=false
array_mesh/deduplicate_surfaces=true
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={}
blender/nodes/visible=0
blender/nodes/active_collection_only=false
blender/nodes/punctual_lights=true
blender/nodes/cameras=true
blender/nodes/custom_properties=true
blender/nodes/modifiers=1
blender/meshes/vertex_colors=1
blender/meshes/uvs=true
blender/meshes/normals=true
blender/meshes/export_geometry_nodes_instances=false
blender/meshes/gpu_instances=false
blender/meshes/tangents=true
blender/meshes/skins=2
blender/meshes/export_bones_deforming_mesh_only=false
blender/materials/unpack_enabled=true
blender/materials/export_materials=1
blender/animation/limit_playback=true
blender/animation/always_sample=true
blender/animation/group_tracks=true
gltf/naming_version=2
gltf/texture_map_mode=1