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.
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# Bubble menu authoring
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Instance `bubble_button.tscn` for each action, or attach `bubble_button.gd`
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to an existing Button. Set its neutral size, desktop and compact anchors,
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font-size limits, and deterministic motion values in the Inspector. A label
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child can be assigned through `label_control_path` when wrapped text is needed.
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Text size is calculated once per layout from the neutral smaller dimension and
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the profile ratio.
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Place the buttons under a Control using `bubble_cluster.gd`. Give the cluster
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the ordered BubbleButton references with `configure()`, then call
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`apply_layout()` when its available size or responsive layout changes. The
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button order defines explicit keyboard and controller focus neighbors. Compact
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anchors and minimum sizes remain authored per button.
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The shared profile owns the palette, rounded styles, proportional-font ratio,
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hover response, and contact tuning. Labels, actions, sizes, anchors, per-button
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motion, responsive wrapping, availability, and confirmation behavior remain
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owned by the menu. Connect each Button's `pressed` signal in that parent menu.
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`motion_scale` defaults to `1.0`. Setting it to `0.0` removes idle drift and
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deformation while retaining hover and focus feedback.
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Contact is a deterministic, bounded visual correction around authored anchors.
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Real physics is intentionally avoided so layouts, focus order, and hit targets
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remain stable.
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