Keep asset packs out of git and out of Godot's importer
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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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# Godot's import cache and editor state. Regenerated by `godot --import`.
.godot/
# Raw asset packs: gigabytes of source artwork and audio. Redistributable
# third-party material belongs where it was bought or downloaded, not in a code
# repo. The directory itself and its guards stay tracked, so a fresh clone has
# the .gdignore in place before anyone drops packs back in -- without it the
# next `tools/check.sh` tries to import the lot.
/assetpacks/*
!/assetpacks/.gdignore
!/assetpacks/README.md
# Export artefacts.
build/
*.pck
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# Raw asset packs
Source material as downloaded: unedited, uncropped, and mostly unused. **Not in
git** — this directory is gigabytes, and the contents are redistributable
artwork and audio that belong wherever you bought or downloaded them, not in a
code repository. Only this README and the `.gdignore` beside it are tracked, so
a fresh clone has the guard in place before anyone drops packs back in.
## Why `.gdignore`
Godot's importer walks everything under `res://`. Without the `.gdignore` here,
`tools/check.sh` — which runs `--import` — would try to import several thousand
PNGs and 2,100 studio-master WAVs on the next run, and every run after it. The
`.gdignore` makes the engine skip this tree entirely: nothing here is imported,
nothing lands in `.godot/imported/`, and nothing reaches an export.
The cost of that is the point: **files here cannot be referenced from a scene or
script.** Godot does not know they exist.
## Getting an asset into the game
Copy the specific files you need into `res://assets/`, converted to something
game-ready first. That directory *is* imported and *is* committed, so it stays
small and every file in it is one the game actually uses.
Audio in particular needs conversion. The Helton Yan pack is 24-bit / 96 kHz
stereo — studio masters, averaging ~2 MB for a single gunshot. Ship 16-bit /
44.1 kHz mono for SFX unless something specifically needs better.
Attribution and licence status for every pack is recorded in
[docs/ASSETS.md](../docs/ASSETS.md). Keep it current — the licence files
themselves are not in git, because the packs are not.
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# Game-ready assets
Assets the game actually references. Committed, imported by Godot, and expected
to stay small.
Everything here should already be in its final form: cropped, atlased where it
helps, audio downsampled to something sane for a game. Raw packs live in
[`assetpacks/`](../assetpacks/README.md), which Godot ignores and git does not
track.
The split exists so that adding a 3.9 GB pack of source material costs the
repository and the import step nothing, while the handful of files the game
loads stay reviewable.
Nothing is here yet — the game currently draws itself from primitives and one
runtime-generated dot texture ([src/view/bullet_renderer.gd](../src/view/bullet_renderer.gd)).
Art is Stage 2 of [docs/ROADMAP.md](../docs/ROADMAP.md).
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# Asset packs and attribution
The packs themselves are **not in git** (see
[`assetpacks/README.md`](../assetpacks/README.md)), which means their bundled
licence files are not either. This file is the record that survives. Keep it
current when a pack is added or removed.
## Why nothing is imported yet
`assetpacks/` carries a `.gdignore`, so Godot skips it entirely. Nothing there
can be referenced from a scene or script until it is copied into
`res://assets/` in game-ready form. That is deliberate: the tree is 3.9 GB, and
`tools/check.sh` runs `--import`, which would otherwise walk all of it on every
run.
## Packs
| Pack | Size | Intended use | Licence |
| --- | --- | --- | --- |
| 0x72 Dungeon Tileset II v1.7 | 1.6 MB | Dungeon tiles — maps to the `MapGrid.Kind` tiles the generator already emits | **Unrecorded.** Bundled README is technical, not legal. Widely distributed as CC0 by Robert Norenberg (0x72), but confirm at the source before shipping. |
| Effect and FX Pixel All Free | 29 MB | Hit flashes, muzzle flashes, death effects | **Unrecorded** — no licence file in the pack. |
| Helton Yan's Pixel Combat | 3.9 GB | Combat SFX | **Unrecorded** — no licence file in the pack. |
| New All Fire Bullet Pixel 16x16 | 360 KB | Bullet sprites, to replace the generated dot in `bullet_renderer.gd` | **Unrecorded** — no licence file in the pack. |
| `considering_dont_use_yet/` — RF Catacombs v1.0 | part of 1.6 MB | Undecided | **Public domain**, per bundled `public-license.txt`. "Free to use, personal or commercial. Credit not required but appreciated. You can edit, but not resell the asset pack." Artwork by Szadi art. |
| `considering_dont_use_yet/` — Tiny RPG Character Pack 02, neo_zero v1.0 / 3.0 demo | part of 1.6 MB | Undecided | **Unrecorded.** |
### Action needed before shipping anything
Four of the six packs arrived with no licence text at all. Redistribution terms
for pixel-art and audio packs vary a lot — some free packs forbid commercial
use, some require credit, and "free demo" versions (two of the undecided packs
are demos) are often more restricted than the paid ones.
Record the source URL and terms for each **Unrecorded** row above before any of
it goes into a build. The `considering_dont_use_yet/` packs are the user's own
"not chosen yet" marker; leave them there until that changes.
## Converting audio before use
Helton Yan's pack is 24-bit / 96 kHz stereo — studio masters, averaging ~2 MB
per file and 5 MB at the largest. That is roughly a hundred times what a game
needs for a gunshot.
Downsample to 16-bit / 44.1 kHz mono before copying anything into
`res://assets/`. Godot imports `.wav` losslessly and keeps it in memory
uncompressed for low-latency playback, so the source format is what you pay for
in RAM and in export size.
## Where converted assets go
`res://assets/`, which is committed and imported. See
[`assets/README.md`](../assets/README.md). Art is Stage 2 in
[ROADMAP.md](ROADMAP.md); everything currently on screen is drawn from
primitives plus one runtime-generated dot texture.
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brief to its current state and the files that implement it, so you can find the
relevant code without re-reading the whole project.
Art and audio source packs, and their licence status, are recorded in
[ASSETS.md](ASSETS.md) — the packs themselves are not in git.
Design decisions that are already settled — and the reasoning behind them — live
in [DECISIONS.md](DECISIONS.md). Check there before asking the user something
that may already have an answer.