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]>
34 lines
556 B
Plaintext
34 lines
556 B
Plaintext
# Godot 4+ specific ignores
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.godot/
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# Godot-specific ignores
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.import/
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export.cfg
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export_presets.cfg
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# Imported translations (automatically generated from CSV files)
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*.translation.godot/
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*.translation
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# Mono-specific ignores
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.mono/
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data_*/
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mono_crash.*.json
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# Export folders
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exports/
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Exports/
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# IDE and OS specific
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.vscode/
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.idea/
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.DS_Store
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# DCC scratch output. Maya writes .tx render caches and swatch thumbnails next
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# to the textures it exports; Godot cannot read either of them.
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*.tx
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.mayaSwatches/
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*.blend1
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# Plugin specific
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addons/script-ide/* |