- 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]>
70 lines
882 B
Plaintext
70 lines
882 B
Plaintext
# Godot 4.x standard .gitignore
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# History files
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.history
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# Godot 4+ specific
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.godot/
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/android/
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/export/
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# Import cache
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.import/
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*.import
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*.translation
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# User settings (local-only)
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*.local
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*~
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.~lock.*#
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*.tmp
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*.swp
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.DS_Store
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Thumbs.db
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# Monodevelop / Rider (Mono)
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.mono/
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mono_crash.*.json
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user_settings/
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# Build results
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/build/
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/dist/
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*.apk
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*.aab
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*.x86_64
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*.x86_64.opt.*
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*.x86_64.debug
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*.windows.editor
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*.windows.opt.*
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*.macos.editor
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*.linux.editor
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# VSCode / JetBrains
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.vscode/
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.idea/
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*.sln
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*.csproj
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*.pidb
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*.userprefs
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# Secrets
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.sketchfab_token
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# Python
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.venv/
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__pycache__/
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# Asset pipeline staging (raw downloads, not game-ready)
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assets/characters/incoming/
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# Misc
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*LF*
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tags
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*.log
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Papaya-Shooter.pck
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Papaya-Shooter.exe
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Papaya-Shooter.console.exe
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# Raw downloaded asset packs (not game content; some paths exceed Windows limits)
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addons/lowpoly_map_gen/downloaded_assets/
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