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]>
1.3 KiB
1.3 KiB
Attribution
Collaborators
Role
Person 1
Person 2
Person w/ Link
Sourced
Asset Type
Use Case
Author: Name
Source: Domain : webpage.html
License: License
Godot Engine Logo
Author: Andrea Calabró
Source: godotengine.org : press
License: CC BY 4.0 International
Tools
Godot

Author: Juan Linietsky, Ariel Manzur, and contributors
Source: godotengine.org
License: MIT License
Godot Game Template

Author: Marek Belski and contributors
Source: github: Godot-Game-Template
License: MIT License
Git

Author: Linus Torvalds
Source: git-scm.com
License: GNU General Public License version 2