3 Commits

Author SHA1 Message Date
claude 3586555aea Remove non-redistributable art from the repo; record licence terms
Researched the licence at each of the four itch.io sources. Two of the four
forbid redistribution, and publishing a repository containing them is exactly
that, so they are out of the tree.

  0x72 DungeonTileset II    CC0 1.0    commercial ok, no credit required
  Helton Yan Pixel Combat   CC BY 4.0  commercial ok, CREDIT REQUIRED
  Fire Pixel Bullet 16x16   custom     non-commercial, NO REDISTRIBUTION
  750+ Effect and FX Pixel  custom     non-commercial, NO REDISTRIBUTION

Both bdragon1727 packs state verbatim: "You cannot do: Resell / redistribute
this asset." The FX pack's paid tier is no better for this purpose -- "You can
NOT re-distribute the file, no matter how much you modify it" -- so paying does
not unlock it and neither does editing the art.

bullets.png and impact.png therefore move to assets/local/, gitignored.
Art.bullets_texture() / impact_texture() load them at runtime and return null
when absent; the bullet renderer falls back to the generated dot it used before,
tinted per kind so bullet types stay distinguishable. Nothing there may be
preload()ed -- preload resolves at compile time and would fail the build on
every machine without the files, which is every clone.

Verified both ways rather than assumed: with the files present the game uses
them and no fallback triggers; with them moved aside, 156/156 tests pass and the
game runs clean on the generated dots.

Added CREDITS.md, because Helton Yan's CC BY 4.0 makes attribution a licence
obligation rather than a courtesy. A file in the source tree does not discharge
it once the game ships -- an in-game credits screen is now a tracked todo, and
flagged as a licence requirement rather than polish.

NOT addressed here, and it needs a decision: these files remain in git history
at 9fa2e26. Removing them from the tip does not remove them from a clone. If
this repo is ever made public, history has to be rewritten (git filter-repo)
and force-pushed. Also, both bdragon packs are non-commercial in their free
tier, which conflicts with the stated Steam goal -- either contribute for the
commercial tier (still no redistribution) or replace with CC0 art, which would
solve both problems and let the assets back into the repo.
2026-09-03 23:52:41 +02:00
claude 20dd6bc502 Keep asset packs out of git and out of Godot's importer
ci / verify (push) Successful in 46s
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.
2026-09-03 23:24:54 +02:00
claude c4beeae38f Initial commit: Transcience MVP
Top-down twin-stick bullet-hell, Godot 4.7, server-authoritative dedicated
server with client-side prediction. Clients send input only; the server
resolves every hit for both players and enemies (no PvP).

- SimWorld: whole simulation as plain RefCounted objects (no nodes, no
  physics server), ~0.24ms/tick at peak load -- runs headless for free and
  drives 78 tests in under a second
- BulletPool: struct-of-arrays bullet storage, replicated as spawn/despawn
  events rather than per-tick state
- Emitter framework (Ring/AimedSpread/WallGap/ArcSweep) shared by trash
  enemies and bosses -- a new boss is data in src/content/content.gd, no
  simulation changes
- The Warden of the Fold: stationary 4-phase boss built entirely on that
  format
- Lobby hub with a portal into on-demand dungeon instances; one process
  hosts the hub plus every concurrent dungeon
- Emergency escape: 3s server-owned channel, cancelled by damage
- tools/check.sh, test.sh (GUT), smoke.sh (real server + bot clients over
  ENet), bench.gd; git hooks wired to the same scripts
- docs/ARCHITECTURE.md, NETCODE.md, WORKFLOW.md, ROADMAP.md
2026-09-03 16:03:57 +02:00