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security-game/.gitignore
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Bake library AO and lift environment textures
Phase 4 of the v0.6.0 graphics plan:

- tools/bake_ao.py bakes 256² AO maps for every Blender character/gear/prop
  (Cycles, existing UVs) next to each GLB; Materials.apply_ao() wires the red
  channel into character slots, gear, and props. Compatibility has no SSAO.
- Regenerated brick/concrete/asphalt at 1024² with OpenRouter, derived tangent
  normal maps via tools/make_normal_maps.py, and wired them through
  SurfaceMaterials.textured() without changing UV scales.
- Evaluated Forward+: boots on desktop Vulkan, but the renderer is project-wide
  and Web must stay GL Compatibility; v0.6.0 keeps Compatibility (decision in
  MEMORY/plan). A desktop-only override is deferred.
- Recaptured screenshots; compare 11 good / 0 bad. Fixed marquee text alignment.
- Tests: baked AO maps exist for all 46 assets; prop/character AO material
  checks; headless 222/222, Python 69/69, all smokes pass.
- Version 0.6.0; ADR-0013 accepted; README/architecture/blender-assets/plan and
  TODO/DONE updated.
2026-11-01 15:07:27 +01:00

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# Python
__pycache__/
*.py[cod]
*.pyo
*.pyd
*.pycache
*.pytest_cache
*.mypy_cache
*.coverage
coverage.xml
htmlcov/
dist/
build/
eggs/
*.egg-info/
.tox/
.nox/
*.venv/
venv/
ENV/
env/
env.bak/
venv.bak/
# Godot 4
.godot/
*.import
.android/
# export_presets.cfg is committed so builds are reproducible
# OS
.DS_Store
Thumbs.db
# Editor
*.tmp
*.new
# Logs and temp
*.log
user://
# CI runner workflow logs (written into the checkout by the Gitea runner)
.gitea/logs/
build/
.env
# AI / asset-development outputs (regenerated by the tools; not shipped in the game)
assets/models/concepts/
assets/models/npc/*.blend1
assets/textures/npc/ai/
assets/textures/ai/*
!assets/textures/ai/game_ready/
# Godot extracts embedded glTF textures next to the source on import
assets/models/generated/npc_base_*_albedo.png
assets/models/generated/npc_base_*_normal.png
# Local AppImage extraction
squashfs-root/
# Blender asset library: per-asset Cycles renders are local review output (the
# committed review artefacts are docs/blender_previews/sheet_*.jpg), and Godot
# extracts the GLB-embedded textures next to the models on import.
docs/blender_previews/*.png
assets/models/blender/**/*.png
!assets/models/blender/**/*_ao.png
assets/models/blender_src/*.blend1