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