Document project architecture and asset provenance
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docs/ASSET-PROVENANCE.md
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# Asset provenance
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This document records where runtime assets came from and what must be verified
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before redistribution. A Git commit proves when bytes entered this repository;
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it does not by itself prove authorship or licensing.
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## Intake policy
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For every new external or supplied asset, record:
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- creator or supplying party;
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- original source location or delivery channel;
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- source filename and repository destination;
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- source and destination SHA-256 when copied without modification;
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- license or explicit permission;
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- any permitted transformations;
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- the importing commit or release.
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Runtime resources must use `res://` paths. Workstation Sync folders are intake
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locations only and must never appear in scenes or resources.
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## Current inventory
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| Asset family | Repository location | Recorded provenance |
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| --- | --- | --- |
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| Fish art and portraits | `fish/species/`, `art/exported/fish/` | 2D artwork by contributor Rheannon Eisworth. |
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| Item icons | `items/icons/` | 2D artwork by contributor Rheannon Eisworth. |
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| Inventory notepad | `art/ui/ui_notepad.png` | 2D artwork by contributor Rheannon Eisworth; integrated without a runtime external path. |
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| Environment textures | `art/exported/environment/textures/` | 2D artwork by contributor Rheannon Eisworth. |
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| UI patterns | `art/patterns/` | 2D artwork by contributor Rheannon Eisworth. |
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| Character and world models | `art/exported/` | Original 3D models by the project owner. Any embedded 2D artwork is by Rheannon Eisworth. |
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| Tuffy font | `ui/fonts/Tuffy_Bold.otf` | Public-domain dedication in `ui/fonts/Tuffy-LICENSE.txt`. |
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| Seattle Avenue font | `ui/fonts/seattle_avenue.otf` | License and attribution not present; resolve before public distribution. |
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| Title music | `audio/music/title/as_in_four_wolves.ogg` | Original music composed and owned by the project owner. |
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| Fishing fight loop | `audio/sfx/fishing/fighting.wav` | Edited from “Spinning reel.wav” by Freesound user tosha73, sound 509902, CC0. |
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| Manual-reeling loop | `audio/sfx/fishing/reeling.wav` | Edited from the same CC0 “Spinning reel.wav” source. |
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| Saltwater wave ambience | `audio/ambience/waves.wav` | “Gentle Ocean Waves Loop” by Freesound user kkenny101, sound 852826, CC0. |
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| Bobber water impact | `audio/sfx/fishing/bobber.wav` | “Quick Water Droplet” by Freesound user qubodup, sound 792931, CC0. |
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### Fishing fight loop source record
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- Source page: https://freesound.org/s/509902/
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- Creator: tosha73
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- Source title: `Spinning reel.wav`
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- License: Creative Commons Zero (CC0)
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- Downloaded source filename: `509902__tosha73__spinning-reel.wav`
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- Downloaded source SHA-256:
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`9741afdb1ec9c73f5e039f0e5ac174998cb0a1f737b626531e63919d4d232fad`
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- Audacity working project: `fighting.aup3`
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- Audacity project SHA-256:
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`9928f077ecf48d01416f8d05700707e1b07d0f731846db80e27116f5b82dbbf5`
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- Runtime edit source/destination SHA-256:
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`b6f3f2f94bfaf9254ac04dd96b1fd28c15e1011a1db44bb3e70eeaa95de3c212`
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- Runtime format: 48 kHz, 16-bit, stereo PCM WAV; 2.593479 seconds;
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configured as a forward loop by the fishing presentation.
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- Manual-reeling Audacity project: `reeling.aup3`
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- Manual-reeling Audacity project SHA-256:
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`20ad52f6bdd16ae6561f06f8355fe309e95023e815053fd5dfbd5a5ce3c1f9f9`
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- Manual-reeling runtime source/destination SHA-256:
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`e403d5b7c8af1da4b28599cc0f51de3eda70d9e9296db27852fe7dc95617a29d`
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- Manual-reeling runtime format: 48 kHz, 16-bit, stereo PCM WAV;
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2.388083 seconds; configured as a forward loop.
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- The downloaded source and Audacity projects remain in the project owner's
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source-work archive; only the finished runtime edits ship in the game.
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### Saltwater wave ambience source record
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- Source page: https://freesound.org/s/852826/
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- Creator: kkenny101
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- Source title: `Gentle Ocean Waves Loop`
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- License: Creative Commons Zero (CC0)
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- Downloaded source filename:
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`852826__kkenny101__gentle-ocean-waves-loop.wav`
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- Downloaded source and runtime source/destination SHA-256:
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`f93e9890583f072ac52cf197b8b5942397d3d5e889fbdb9112a0776142f50229`
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- Runtime format: 48 kHz, 24-bit, mono PCM WAV; 21.769917 seconds;
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configured as a forward loop.
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- The downloaded source remains in the project owner's source-work archive;
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only the finished runtime loop ships in the game.
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### Bobber water-impact source record
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- Source page: https://freesound.org/s/792931/
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- Creator: qubodup
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- Source title: `Quick Water Droplet`
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- License: Creative Commons Zero (CC0)
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- Downloaded source filename: `792931__qubodup__quick-water-droplet.wav`
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- Downloaded source and runtime source/destination SHA-256:
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`aef0d16384efed4a7b071c4d80c21597617f882f4e0c1d5295ac194d315eafb7`
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- Runtime format: 48 kHz, 16-bit, mono PCM WAV; 0.197146 seconds; one-shot.
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- The downloaded source remains in the project owner's source-work archive;
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only the finished runtime sound ships in the game.
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## Generated resources
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Godot `.import` sidecars and deterministic shoreline `.tres` meshes are derived
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repository resources, not original artwork. `.godot/imported/`, editor caches,
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captures, exports, and temporary test data are not tracked.
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## Release gate
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Before a public binary or source release:
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1. Resolve the Seattle Avenue font license and attribution gap above.
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2. Record the public owner/studio credit and the contributor's redistribution
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permission in the chosen project license or release records.
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3. Confirm the project-wide source/content license selected by the owner.
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4. Search exported resources for external filesystem paths.
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5. Preserve required third-party notices with the package.
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