Consolidate project documentation and attribution

Add public-alias credits and a tested in-game credits page, centralize project guidance and asset provenance, import the complete authored fur channel maps, and keep starter-island collision synchronized with imported props.
This commit is contained in:
Alexander Sellite 2026-08-12 22:12:11 -04:00
parent 1940ae13e5
commit db6074ddfa
59 changed files with 1638 additions and 1032 deletions

View file

@ -67,12 +67,26 @@ func _run() -> void:
assert(fox_arm_pattern_texture != null)
assert(fox_arm_pattern_texture.get_width() == 1024)
assert(fox_arm_pattern_texture.get_height() == 1024)
assert(
var bengal_head_texture := (
CharacterCustomizationCatalog.fur_pattern_texture(
"spots_bengal",
"head_round",
) == null
"spots_bengal", "head_round"
)
)
assert(bengal_head_texture != null)
assert(bengal_head_texture.get_width() == 1024)
assert(bengal_head_texture.get_height() == 1024)
var fox_head_texture := CharacterCustomizationCatalog.fur_pattern_texture(
"fox", "head_pointy"
)
assert(fox_head_texture != null)
assert(fox_head_texture.get_width() == 1024)
assert(fox_head_texture.get_height() == 1024)
var fox_tail_texture := CharacterCustomizationCatalog.fur_pattern_texture(
"fox", "tails_fox"
)
assert(fox_tail_texture != null)
assert(fox_tail_texture.get_width() == 1024)
assert(fox_tail_texture.get_height() == 1024)
var patterned := migrated.duplicate(true)
patterned["fur_pattern"] = "orange"
@ -117,7 +131,36 @@ func _run() -> void:
)
var round_head := skeleton.get_node_or_null("head_round") as MeshInstance3D
assert(round_head != null)
assert(round_head.material_override is StandardMaterial3D)
var round_head_material := round_head.material_override as ShaderMaterial
assert(round_head_material != null)
assert(
round_head_material.get_shader_parameter("pattern_texture")
== bengal_head_texture
)
var fox_snapshot := patterned.duplicate(true)
fox_snapshot["species"] = "pointy"
fox_snapshot["fur_style"] = "fox"
fox_snapshot["tail"] = "fox"
PlayerVisualPresenter.apply_appearance(visuals, fox_snapshot)
var pointy_head := (
skeleton.get_node_or_null("head_pointy") as MeshInstance3D
)
assert(pointy_head != null)
var pointy_head_material := pointy_head.material_override as ShaderMaterial
assert(pointy_head_material != null)
assert(
pointy_head_material.get_shader_parameter("pattern_texture")
== fox_head_texture
)
var fox_tail := skeleton.get_node_or_null("tails_fox") as MeshInstance3D
assert(fox_tail != null)
var fox_tail_material := fox_tail.material_override as ShaderMaterial
assert(fox_tail_material != null)
assert(
fox_tail_material.get_shader_parameter("pattern_texture")
== fox_tail_texture
)
var recolored := patterned.duplicate(true)
recolored["fur_color_3"] = "teal"