The packs total 3.9GB, almost all of it Helton Yan's SFX shipped as 24-bit / 96kHz studio masters -- ~2MB for a single gunshot. Two guards, because they solve different problems: - .gitignore excludes the contents. The directory and its guard files stay tracked, so a fresh clone has the .gdignore in place before anyone drops packs back in. - assetpacks/.gdignore stops Godot descending into the tree at all. This is the urgent half: tools/check.sh runs --import, which walks all of res://, so the next check would have imported several thousand PNGs and 2,100 of those WAVs, and every run after it. Verified by controlled test rather than assumed -- an unguarded PNG under res:// imports and gets a .import file beside it; with .gdignore neither happens. check.sh stays at 3.3s and .godot/imported at 1.2MB. The trade the .gdignore buys is that nothing in assetpacks/ can be referenced from a scene or script. That is the intended shape: raw source on one side, game-ready files copied into res://assets/ on the other, so adding a huge pack costs the repo and the import step nothing. docs/ASSETS.md records attribution, because gitignoring the packs also gitignores their licence files. Worth flagging: four of the six packs shipped with no licence text at all, and two of the undecided ones are demo versions, which are often more restricted than the paid packs. Only RF Catacombs has explicit terms (public domain, no resale). Those rows need a source URL before anything ships. Also removed __MACOSX and .DS_Store extraction artefacts, and left considering_dont_use_yet/ untouched as the user's own "not chosen" marker.
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# Raw asset packs
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Source material as downloaded: unedited, uncropped, and mostly unused. **Not in
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git** — this directory is gigabytes, and the contents are redistributable
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artwork and audio that belong wherever you bought or downloaded them, not in a
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code repository. Only this README and the `.gdignore` beside it are tracked, so
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a fresh clone has the guard in place before anyone drops packs back in.
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## Why `.gdignore`
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Godot's importer walks everything under `res://`. Without the `.gdignore` here,
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`tools/check.sh` — which runs `--import` — would try to import several thousand
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PNGs and 2,100 studio-master WAVs on the next run, and every run after it. The
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`.gdignore` makes the engine skip this tree entirely: nothing here is imported,
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nothing lands in `.godot/imported/`, and nothing reaches an export.
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The cost of that is the point: **files here cannot be referenced from a scene or
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script.** Godot does not know they exist.
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## Getting an asset into the game
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Copy the specific files you need into `res://assets/`, converted to something
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game-ready first. That directory *is* imported and *is* committed, so it stays
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small and every file in it is one the game actually uses.
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Audio in particular needs conversion. The Helton Yan pack is 24-bit / 96 kHz
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stereo — studio masters, averaging ~2 MB for a single gunshot. Ship 16-bit /
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44.1 kHz mono for SFX unless something specifically needs better.
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Attribution and licence status for every pack is recorded in
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[docs/ASSETS.md](../docs/ASSETS.md). Keep it current — the licence files
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themselves are not in git, because the packs are not.
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