Files
Nicholas ButzkeandClaude Fable 5 198345177a feat: world-grid level materials + real movement test suite
- Generated CC0-style prototype grid textures (0.5 m cells) and a shared
  LevelMaterials factory: world-space triplanar mapping over every code-built
  level (test level, dust2, procedural arena) with the existing color coding
  kept as tints. Readable surfaces at speed instead of flat color boxes;
  materials are cached per tint so identical surfaces batch.
- .gdignore + .gitignore the raw downloaded asset packs in addons/ whose
  overlong paths broke Godot import scans and spammed git warnings.
- Replaced the rotted FSM test file (invalid call(t) on Callables, stateless
  stub nodes, hung forever without quitting) with a real suite: 10 tests
  covering state registration, jump bookkeeping, wall-run momentum
  preservation and upward-carry cap, per-player dash cooldown (regression for
  the old shared static), dash speed stacking, chain soft cap, landing
  events, and slide entry momentum. New headless entrypoint:
  godot --headless --path . -s res://movement/tests/run_fsm_tests.gd

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-17 12:14:30 -04:00

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# Godot 4.x standard .gitignore
# History files
.history
# Godot 4+ specific
.godot/
/android/
/export/
# Import cache
.import/
*.import
*.translation
# User settings (local-only)
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*.tmp
*.swp
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mono_crash.*.json
user_settings/
# Build results
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# Secrets
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# Python
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__pycache__/
# Asset pipeline staging (raw downloads, not game-ready)
assets/characters/incoming/
# Misc
*LF*
tags
*.log
Papaya-Shooter.pck
Papaya-Shooter.exe
Papaya-Shooter.console.exe
# Raw downloaded asset packs (not game content; some paths exceed Windows limits)
addons/lowpoly_map_gen/downloaded_assets/