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Keep asset packs out of git and out of Godot's importer
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

763 B

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/, 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). Art is Stage 2 of docs/ROADMAP.md.