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:
co-authored by
Claude Opus 5
parent
756d404d7f
commit
f5a17e2c22
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[remap]
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importer="scene"
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importer_version=1
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type="PackedScene"
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uid="uid://valx6a5gep7b"
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path="res://.godot/imported/scene.blend-b11bd894821666c7e7b8236eab67765e.scn"
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[deps]
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source_file="res://assets/level/scene.blend"
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dest_files=["res://.godot/imported/scene.blend-b11bd894821666c7e7b8236eab67765e.scn"]
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[params]
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nodes/root_type=""
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nodes/root_name=""
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nodes/root_script=null
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mesh_library/use_node_names_as_mesh_names=false
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array_mesh/deduplicate_surfaces=true
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nodes/apply_root_scale=true
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nodes/root_scale=1.0
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nodes/import_as_skeleton_bones=false
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nodes/use_name_suffixes=true
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nodes/use_node_type_suffixes=true
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meshes/ensure_tangents=true
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meshes/generate_lods=true
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meshes/create_shadow_meshes=true
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meshes/light_baking=1
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meshes/lightmap_texel_size=0.2
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meshes/force_disable_compression=false
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skins/use_named_skins=true
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animation/import=true
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animation/fps=30
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animation/trimming=false
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animation/remove_immutable_tracks=true
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animation/import_rest_as_RESET=false
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import_script/path=""
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materials/extract=0
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materials/extract_format=0
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materials/extract_path=""
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_subresources={}
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blender/nodes/visible=0
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blender/nodes/active_collection_only=false
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blender/nodes/punctual_lights=true
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blender/nodes/cameras=true
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blender/nodes/custom_properties=true
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blender/nodes/modifiers=1
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blender/meshes/vertex_colors=1
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blender/meshes/uvs=true
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blender/meshes/normals=true
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blender/meshes/export_geometry_nodes_instances=false
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blender/meshes/gpu_instances=false
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blender/meshes/tangents=true
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blender/meshes/skins=2
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blender/meshes/export_bones_deforming_mesh_only=false
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blender/materials/unpack_enabled=true
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blender/materials/export_materials=1
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blender/animation/limit_playback=true
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blender/animation/always_sample=true
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blender/animation/group_tracks=true
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gltf/naming_version=2
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gltf/texture_map_mode=1
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